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Resprites the Syndicate Infiltrator Modsuit #82909

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merged 21 commits into from
Apr 28, 2024

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EnterTheJake
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@EnterTheJake EnterTheJake commented Apr 27, 2024

About The Pull Request

Resprites The Infiltrator Modsuit.

Infiltratorresprite

Why It's Good For The Game

The infiltrator modsuit looks a bit dated, it's still mostly using the same model it had back when it was a regular suit, the colors are also kinda drab, point is, it doesn't look too great; this PR fixes that.

Sprites made by OrcaCora

Changelog

🆑
image: The Infiltrator Suit has received a new model, sleeker than ever!
/:cl:

@tgstation-server tgstation-server added the Sprites A bikeshed full of soulless bikes. label Apr 27, 2024
@SinfulBliss
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Doesn’t look distinct enough from the syndie mod IMO. Also kinda reminds me of the old red miner hardsuit.

@ghost
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ghost commented Apr 27, 2024

looks like the old red ert hardsuit, or red ctf hardsuit, better quality but a downgrade elsewise, the side sprites (particularly head) are also quite bad

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move the pic into the about section, and fix your changelog to only have the image: section inside the 🆑 brackets

@carlarctg
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my only prob with this sprite is that it looks spaceworthy. amazing though

@necromanceranne
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The cl entry needs to be formatted like this

image: The Infiltrator Suit has received a new model, sleeker than ever!```

@uaioy
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uaioy commented Apr 27, 2024

more of a nitpick but ill miss the visor being just as red as the suit

@san7890 san7890 merged commit 81db794 into tgstation:master Apr 28, 2024
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github-actions bot added a commit that referenced this pull request Apr 28, 2024
comfyorange added a commit that referenced this pull request Apr 28, 2024
san7890 added a commit to san7890/bruhstation that referenced this pull request Apr 30, 2024
commit ef0c4f322ba8735a7fc67639811517e15ad7f750
Author: san7890 <the@san7890.com>
Date:   Tue Apr 30 15:52:00 2024 -0600

    adds comment explaining why

commit cbd13f2ceb0fd5c20a4802560b0cf50054182f95
Author: san7890 <the@san7890.com>
Date:   Tue Apr 30 15:40:26 2024 -0600

    changes it back to a subsytem

commit 08875ecc7683d8cca77baabfca56a5c65aa0aa96
Merge: 6f2fd213a8b 45657b1ab0e
Author: san7890 <the@san7890.com>
Date:   Tue Apr 30 15:36:57 2024 -0600

    Merge remote-tracking branch 'upstream/master' into warrrr-update

commit 45657b1ab0e32ec4a4e1a23ba92a4745a6f692f2
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 04:56:50 2024 +1200

    Automatic changelog for PR #82629 [ci skip]

commit 17dcabfed5ba421d2bf3125264a11bae76963ead
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Tue Apr 30 16:56:31 2024 +0000

    Human AI camera consoles can now be repackaged (#82629)

    ## About The Pull Request

    Human AI's advanced camera console currently uses the base console which
    has no circuit, meaning it's impossible to unscrew it. Instead of giving
    it their own circuit, I thought it would be better to rework it into
    something that gets packed and unpacked, similar to the bible w/ Altar
    of the Gods.
    I thought this would be the best way to handle it in case the human AI
    wants to move their board over, while still keeping that limit of
    remaining in the AI sat, and making it still make sense (if it was a
    board, there's no reason for it to NOT work outside of the SAT).

    ## Why It's Good For The Game

    The advanced camera console can be moved without compromise on the
    intended restrictions.

    ## Changelog

    :cl:
    qol: The Human AI's advanced security console can be repackaged with a
    screwdriver if you wish to move it.
    /:cl:

    ---------

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

commit 892de14bbc84be180748ff9800cd19d0281daee1
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 04:51:53 2024 +1200

    Automatic changelog for PR #82823 [ci skip]

commit 04680dcb0468190c5b6494b96e14329bce64d0b8
Author: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Date:   Wed May 1 02:51:34 2024 +1000

    Catlike Grace works with Freerunning (#82823)

    ## About The Pull Request

    If you have Catlike Grace when Freerunning takes effect, you do not
    suffer a knockdown. fixes
    https://github.com/tgstation/tgstation/issues/82818

    ## Why It's Good For The Game

    Taking a quirk to do something worse than if you didn't have it at all
    is probably not the best outcome. Some may argue that not taking damage
    from a fall is actually a good thing, but in my experience the catlike
    grace bonus is a much better outcome.

    If for whatever reason you now have both, they're no longer at odds.

    Obviously, Freerunning only cares about dropping from a single level. If
    you take a tumble down into the depths of the ice moon, you're still
    landing on your feet and taking a ridiculous, bone shattering amount of
    damage.

    Also I asked @MrMelbert if the PR was okay and he said 'so long as the
    PR is good' so hopefully this is up to snuff.

    ## Changelog
    :cl:
    fix: If you are a freerunner, you don't end up faceplanting despite
    having catlike grace.
    /:cl:

commit 6291396507a85b39cb0b74fe8c42dba5fc17ea51
Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Date:   Tue Apr 30 21:56:03 2024 +0530

    Converts `GLOB.CHARGELEVEL` into a local APC define (#82957)

    ## About The Pull Request
    Defines don't use memory unlike vars and especially global ones.

    ## Changelog
    no gameplay change

commit af2afaac0ada721af042f493a006c429d79aa80e
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 04:19:57 2024 +1200

    Automatic changelog for PR #82873 [ci skip]

commit 3b807fcc8d60ef677327666a95a825a4ba9298c2
Author: Fikou <23585223+Fikou@users.noreply.github.com>
Date:   Tue Apr 30 18:17:37 2024 +0200

    you can use a photo with blueprints on it to read wires (#82873)

    ## About The Pull Request
    like how you can get the objective by taking a photo of the station
    blueprints, now you can view wires with a photo of them

    ## Why It's Good For The Game
    lets the chief engineer help out his fellas if he wants to and provides
    plausible deniability for traitors that want a picture of the blueprints

    ## Changelog
    :cl:
    add: you can use a photo with blueprints on it to read wires
    /:cl:

commit bac2a39ae99426393ba374c21da95f2378ec7ee1
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 04:06:05 2024 +1200

    Automatic changelog for PR #82878 [ci skip]

commit e4fe3946fca7e551a42210329acbc937fd6e15e6
Author: Lucy <lucy@absolucy.moe>
Date:   Tue Apr 30 12:05:43 2024 -0400

    Unique Heretic Ascension Announcements (#82878)

    ## About The Pull Request

    All the audio work done by @Flleeppyy, coding done by me (Absolucy),
    with feedback and initial ideas from @aberrantQuesrist and @KittyNoodle

    [Preview of all sounds](https://www.youtube.com/watch?v=v5vBTgRPQKU)

    ## Why It's Good For The Game

    Adds extra flavor and spice to the game for important events, much
    better than the overused generic "space-time anomalies" announcement.

    ## Changelog
    :cl: Flleeppyy, Absolucy
    sound: Added unique announcement jingles to each heretic path's
    ascension, replacing the old "space-time anomalies detected"
    announcement.
    /:cl:

    ---------

    Co-authored-by: san7890 <the@san7890.com>

commit 40e1de5be66ca51a34a41621db981f03e591403f
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 03:58:00 2024 +1200

    Automatic changelog for PR #82931 [ci skip]

commit 46354b046d8bf5c2341d276a6d36698203ac9e9d
Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Date:   Tue Apr 30 08:57:41 2024 -0700

    [no gbp] Fixes deathmatch observers (#82931)

    ## About The Pull Request
    Got a little ahead of myself. My apologies. Fixes some cases in the
    deathmatch UI that cause blue screens / improper perms.

    I've also made deathmatch send an actual array rather than an object.
    Don't make javascript iterate object.keys please. Fixed the types
    surrounding this.
    ## Why It's Good For The Game
    Fixes #82926
    ## Changelog
    :cl:
    fix: Fixes a bluescreen in the deathmatch lobby UI.
    /:cl:

commit f407c4915c03dca961ea940cff26ef3a38544528
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 03:29:02 2024 +1200

    Automatic changelog for PR #82941 [ci skip]

commit b51e1d4ae0a6b138c2fe35b29c3b74240f371633
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 03:24:42 2024 +1200

    Automatic changelog for PR #82924 [ci skip]

commit fa55e2fcd8db8c0309fd7817073fe6eafe962c65
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Tue Apr 30 15:22:53 2024 +0000

    QM is excluded from command-excluded objectives (#82941)

    ## About The Pull Request

    QM will not longer be tasked with stealing telescopic batons and the
    captain's spare ID like all other command members are.

    ## Why It's Good For The Game

    I just found it and thought it might've been unintentional since QM
    spawns with a baton and is in line for acting captain.

    ## Changelog

    :cl:
    fix: QM is now excluded from getting tasked with stealing telescopic
    batons and the captain's spare ID, like all other command personnel are.
    /:cl:

commit 82674896fb76d16c146a5a50a2de16bbdd672fbf
Author: Constellado <64122807+Constellado@users.noreply.github.com>
Date:   Wed May 1 03:09:45 2024 +1200

    A birdshot atmos improvement, and fixes the engineering microwave. (#82924)

    ## About The Pull Request
    I have changed the layout of the pumps going into atmos from the tanks
    to make it easier to use.

    ![image](https://github.com/tgstation/tgstation/assets/64122807/ec95eab6-b7ac-4927-b3d9-70f7c58e5dc8)

    ![image](https://github.com/tgstation/tgstation/assets/64122807/571bb2f3-49c8-4b4b-9d9d-405a8d5a06eb)
    I also fixed the engineering microwave.
    I also adjusted the name for the pumps and vents in the AI chamber.

    This is my first PR!
    ## Why It's Good For The Game

    This change allow people to easily set up a pump to fill up a can with
    the gas they want. Before this it was impossible to fill up an n2o can
    and a plasma can without making a big mess or having them mix together.

    The microwave in engi being able to work is also a good quality of life
    change for the poor engineers that want to cook a donk pocket in their
    department.

    The change of names for the vents and pumps in the AI chamber is for
    consistency sake. n2o is not helium!
    ## Changelog
    :cl:
    qol: Made birdshot atmos easier to use.
    fix: The Birdshot engineering department is no longer using a second
    hand broken microwave.
    /:cl:

commit f60f9397def1757bab735e22a6d57476421e1d06
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 03:06:58 2024 +1200

    Automatic changelog for PR #82937 [ci skip]

commit 0d28e004e3d42e2e808ec695311f4dfb12be4112
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Tue Apr 30 08:06:26 2024 -0700

    Bumps Hypnagogic to v3.1.0 (#82953)

    ## About The Pull Request

    Bumps the cutter to my latest
    [version](https://github.com/spacestation13/hypnagogic/releases/tag/v3.1.0)

    See there for the full CL but in short:

    ### Fixes/Polish

    Error handling actually works now (it prints instead of crashing the
    program)

    Pretty colors in CLI when running it

    ![image](https://github.com/tgstation/tgstation/assets/58055496/3bb1ce3c-055e-4b3d-ba94-dad262517a94)

    Release files are more portable (Windows version requires less cruft bs
    dlls, and the linux version targets musl instead of glibc, making it far
    less platform dependent)

    ### Features

    The cutter supports a new mode called Reconstruction, which takes a
    target dmi and does a good faith effort to convert it back to input png
    and toml files. This only works for default bitmasking, and it doesn't
    ALWAYS work, but it's really powerful.
    It's what I used to make my initial cutter pr here. See
    [here](https://github.com/spacestation13/hypnagogic/blob/v3.1.0/examples/bitmask-slice-restore.toml)
    for more detail.

commit 50c2e01ab57370f09d1dddd8060484fc9777f310
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 03:05:20 2024 +1200

    Automatic changelog for PR #82956 [ci skip]

commit b60dad7519beca19bad3b736e67e295913de6623
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 03:05:00 2024 +1200

    Automatic changelog for PR #82955 [ci skip]

commit 921f3309f007a9f91a50091ee3f0b86051fab20d
Author: Vire <66576896+Maurukas@users.noreply.github.com>
Date:   Tue Apr 30 15:04:52 2024 +0000

    Adds a notice to PDAs that their batteries can be removed  (#82937)

    ## About The Pull Request

    This adds a span notice on examine to PDAs containing a power cell that
    the cell can be removed by right clicking

    Discussed this morning in coder general:
    * Lots of functions have been moved to PDAs, but their batteries deplete
    obnoxiously quickly
    * Dedicated PDA chargers are not wanted per Mothblocks, and would be map
    clutter
    * Existing rechargers cannot be made more available because they
    recharge guns, but are the only 'obvious' way to recharge PDAs.
    * PDA batteries can actually be removed and externally recharged - but
    there is nothing in game telling players this.
    * There is also nothing on the wiki telling players this.
    * Left click w/ screwdriver = nothing, but right click removes cell is
    completely non-intuitive and inconsistent with all other tool use.

    ## Why It's Good For The Game

    Actually telling players about an interaction is good and the
    description of this PR is already longer than the code change.

    ## Changelog
    :cl:
    fix: On examine PDAs will now inform players that the power cell can be
    removed for recharging or replacement, and how to do so.
    /:cl:

commit 907c1070036a6fde8f32252e04ae9310cbbb4722
Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Date:   Tue Apr 30 20:31:40 2024 +0530

    Fixes computers deconstructing themselves twice (#82956)

    ## About The Pull Request
    - Closes #82944

    That PR was a bandage fix to the actual problem on computer
    deconstruction. `/obj/machinery/computer/spawn_frame()` moves the
    circuit board out of the computer as such

    https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/computer/_computer.dm#L120
    But it does not first remove it from `component_parts` as a result
    `/obj/machinery/Exited()` still sees that circuit board is inside the
    machines component parts and since this machine only gets deleted at the
    last step of deconstruction, the `QDELETED(src)` check doesn't help
    either & so it sees the circuit board removal as an abnormal condition &
    attempts to call `deconstruct(FALSE)` again while the machine is still
    getting deconstructed!!. It's an recursive condition

    https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/_machinery.dm#L918-L921

    To prevent this loop we have to first remove the circuitboard from the
    component parts so that ` if(gone in component_parts)` fails & does not
    call `deconstruct(FALSE)` while deconstruction is taking place

    ## Changelog
    :cl:
    fix: computers don't deconstruct themselves twice so machines like
    slotmachine don't spawn excess chips upon deconstruction
    /:cl:

commit 2612ebf98f873e65588b9617f6641695ce493478
Author: Nick <jughu1@hotmail.com>
Date:   Tue Apr 30 17:01:06 2024 +0200

    Fixes missing wires in tramstation, and fixes name of cmo shutters on northstar (#82955)

    ## About The Pull Request
    This pr fixes wires not connecting to tramstatation graven and turbine
    to smes
    This pr fixes the name of cmo office shutter button from robotics to cmo

    ## Why It's Good For The Game
    So power doesn't fail, and using the wrong names
    ## Changelog

    :cl:
    fix: Fixes tramstation gravgen wiring
    fix: Fixes tramstation turbine wiring
    fix: Fixes northstar cmo button name
    /:cl:

commit 3dd846f97519fecbe7ee1f258c9441f3fc05b849
Author: Nick <jughu1@hotmail.com>
Date:   Tue Apr 30 16:57:52 2024 +0200

    Fixes syndicate infiltrator having "weak spots" (#82959)

    ## About The Pull Request
    This pr adresses 2 walls which used the normal variant instead of rwalls

    ## Why It's Good For The Game
    Makes it a little harder for people to grief the syndicate infiltrator
    while they are trying to get the disk.

    ## Changelog

    :cl:
    fix: The syndicate infiltrator has no weak spots anymore
    /:cl:

commit 28bd50fa26dc6ead155e05541b3ea4d70f7ffeeb
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 02:54:24 2024 +1200

    Automatic changelog for PR #82949 [ci skip]

commit c5559310b5a145fd882de2b005744f34fd0c85a7
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 02:54:14 2024 +1200

    Automatic changelog for PR #82951 [ci skip]

commit bbbac79cdb23d5d9d2490aed14188f53ba54bdd8
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Tue Apr 30 14:52:24 2024 +0000

    Fixes DNA sequence scanner showing mutated genes (#82949)

    ## About The Pull Request

    Using a genetic sequence scanner now properly stores the right sequence
    to mutated genes, letting them actually be read later.

    ## Why It's Good For The Game

    Closes https://github.com/tgstation/tgstation/issues/82928

    ## Changelog

    :cl:
    fix: Genetic sequence scanners now show the sequence to mutated genes
    from scanned individuals.
    /:cl:

commit 3ad23185d9259b712bb3475719fce65292f0c00a
Author: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Date:   Tue Apr 30 19:51:51 2024 +0500

    [gbp no update] fix: ethereal alt attack verb is "sear" (#82951)

    forgot to add the alt attack verb to the r ight arm

    also, unfortunately have to change "singe" because it ends in E and
    bodypart unarmed attacks get "ed" appended to them

    ## Changelog
    :cl:
    fix: Ethereal unarmed attacks "sear" instead of "singe", which was buggy
    /:cl:

commit b23ec90c3dd7cc7058339bf75709c80feaff9ae1
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 00:51:15 2024 +1200

    Automatic changelog for PR #82734 [ci skip]

commit ba26affc8001f05d8a69dbc6d84c0f432e8264f7
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Tue Apr 30 05:50:55 2024 -0700

    RCD upgrades have names and icon states (#82734)

    Adds names and icon states to RCD/RPD upgrades
    I don't have a pile of 6 disks on the lathe that all look identical and
    the RCD going YOU HAVE THAT ONE INSTALLED ALREADY, TRY AGAIN IDIOT as I
    fall into further despair

commit a8d5a8dcc4df81bbf7fdda0e70dcf61e1f232a3e
Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Date:   Tue Apr 30 15:41:10 2024 +0300

    node drones hard deletes (#82927)

    i noticed node drones were being hard deleted 60% of the time. its
    because the ore vent wasnt cleaning up after them. also fixes some
    runtimes if ur id card didnt have a registered account
    fix hard deletes

commit ff22a70da1477596981dc73971f673b9b6971eaf
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 1 00:36:24 2024 +1200

    Automatic changelog for PR #82940 [ci skip]

commit 1873d211d0650d97041f7aaf508427e4f7266026
Author: larentoun <31931237+larentoun@users.noreply.github.com>
Date:   Tue Apr 30 15:36:04 2024 +0300

    Fix laser_pointer/inifity_range having the wrong diode (#82940)

    Fixes an issue where diode in infinity_range laser pointer was servo,
    not a micro-laser

commit 039f625f6b3df9ff1773fe01d2d69bbde5ad9166
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Tue Apr 30 19:35:12 2024 +1200

    Automatic changelog for PR #82933 [ci skip]

commit 4bf208a0c08d512e95f00dfd7637ed8b02235750
Author: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Date:   Tue Apr 30 09:34:53 2024 +0200

    trainship hijack deathmatch map (#82933)

    adds the Trainship Hijack deathmatch map

    it is a few flying trains in Tizira being boarded and stuff by cowboys
    its pretty cool i think

    also allows changing turf reservation type of lazy templates

commit bc4e7d3b4ef1603a18cb08c7dce7a49d6c81bd99
Author: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Date:   Mon Apr 29 22:47:36 2024 -0700

    Remove data systems in favor of global datums (#82943)

commit 2d7c027e25844a2f6868ef38339258cbf68e55b9
Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Date:   Mon Apr 29 22:48:28 2024 -0400

    Fixes broken malf AI APC hacking NO-GBP (#82962)

    I made a mistake in checking the return on malf_status for APCs and
    added an unnecessary ||; this amends that

commit b76c141287b9c4cda2b0ff08f63f05a4436705c3
Author: Changelogs <action@github.com>
Date:   Tue Apr 30 00:19:37 2024 +0000

    Automatic changelog compile [ci skip]

commit 7e944021b10c4c0cb792cfb5a5f20c689f754022
Author: larentoun <31931237+larentoun@users.noreply.github.com>
Date:   Mon Apr 29 20:42:41 2024 +0300

    Use defines for spellbook categories (#82938)

    ## About The Pull Request
    Spellbook entries' categories now use defines

    ## Why It's Good For The Game
    Prettier
    Less of a chance for misspelling a category
    Renaming a category is easier (for localized downstreams especially less
    strain)

commit a57d02bf4695f6501e20ab7650f0d4fe36cac489
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 23:45:34 2024 +1200

    Automatic changelog for PR #82930 [ci skip]

commit c7617381b06041cc0d5f77a08466a98d629abc1f
Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Date:   Mon Apr 29 17:15:15 2024 +0530

    Eigenstasium Fix (#82930)

    ## About The Pull Request
    - Fixes #82921. Closets that are not linked by the closet anomaly
    station trait will be tainted blue, show sparks & do all that jazz once
    again. In other words they are not subtle
    - Closes #82353. Duplicate of the above. Sprays work since the above
    issue is fixed

    ## Changelog
    :cl:
    fix: Eigenstasium exposed & Anomaly station trait affected closets work
    again. Eigenstasium closets are tainted blue
    /:cl:

commit 18cb6a92cbc73899413da14528e73fb7e7ca302a
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 14:32:27 2024 +1200

    Automatic changelog for PR #82923 [ci skip]

commit d86a44aefe0026c6207537da38bcbd2ef404637e
Author: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Date:   Mon Apr 29 04:32:10 2024 +0200

    Updates tips of the round to exclude mentions of virologist, and include coroners and heretic paths instead. (#82923)

    ## About The Pull Request

    Recently had the virologist tip show up before the round and people on
    OOC flared that "there's no such thing anymore!". Quite an easy thing to
    fix, so I thought I'll get to it, and added tips describing heretic
    paths and for coroners while I was at it.

    ## Why It's Good For The Game

    Virologists are no longer in the game, so tips for them are of no much
    use.
    More tips don't hurt, and Coroner and Heretic had none up to this point
    which seems bit like an overseight.

    ## Changelog

    :cl:
    fix: The start-of-the-round tips will no longer feature virologists, but
    will, however, start featuring heretics and coroners.
    /:cl:

    ---------

    Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
    Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

commit 4828dd8fef9c45c5d4132d0cdff789906fa5b336
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 14:30:15 2024 +1200

    Automatic changelog for PR #82919 [ci skip]

commit 46861e4831a8e2907a4008860707b3408f0de200
Author: Jacquerel <hnevard@gmail.com>
Date:   Mon Apr 29 03:29:57 2024 +0100

    Netguardian darkvision & visual tweaks (#82919)

    ## About The Pull Request

    ![image](https://github.com/tgstation/tgstation/assets/7483112/730a8d16-6489-4c7f-8c82-ae0d07598913)

    This gives the Netguardian Prime mob a little bit of darkvision.
    Reasoning: Some of these netrunning maps (like the alien hive) are very
    dark, and this is a robot.

    At the same time I added some emissives to its glowing eye and thrusters
    to make them appear to emit light, and I removed the bobbing animation
    we automate on flying mobs because its icon state has one already.

    ## Why It's Good For The Game

    If we're going to spawn a mob in the dark it should probably be able to
    see where it is.

    ## Changelog

    :cl:
    balance: Netguardian Prime can see in the dark.
    image: You can see Netguardian Prime in the dark.
    /:cl:

commit d72724d43109e5a74db8b33c86cbc26e9f4ad8f8
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 12:51:26 2024 +1200

    Automatic changelog for PR #82897 [ci skip]

commit 1fb8ac678f5fb2de33a8a0868fcc9221eb89c069
Author: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Date:   Mon Apr 29 03:45:15 2024 +0300

    Adds a funny scene when getting Sisyphus achievement (#82897)

    ## About The Pull Request

    https://github.com/tgstation/tgstation/assets/137328283/979231c3-70cd-49dd-8d4d-2a8554adfbb3

    ## Why It's Good For The Game

    This PR makes getting the “Ordeal of Sisyphus” extremely pointless by
    teleporting carried boulder and spessman back to the Lavaland. In my
    opinion, this feature is funny and suits the spirit of this achievement.

    ## Changelog

    :cl:
    add: Added a short scene when getting an Ordeal of Sisyphus achievement.
    /:cl:

commit 350a27d1ec91a8e95c7d850a1049e593d6100861
Author: Changelogs <action@github.com>
Date:   Mon Apr 29 00:20:59 2024 +0000

    Automatic changelog compile [ci skip]

commit 84d7b0c863a3b50472a09ec6361765b022e7ff98
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 10:02:22 2024 +1200

    Automatic changelog for PR #82876 [ci skip]

commit cdd7665bc66faea1552f7b8624b90da3cf95c059
Author: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Date:   Mon Apr 29 03:00:46 2024 +0500

    Unarmed Attacks Support Multiple Verbs (#82876)

    ## About The Pull Request
    Unarmed attacks, aka punching people, now is a list and supports having
    multiple verbs
    ## Why It's Good For The Game
    More flavor, RP, realism

    Lizard claws used to only "slash", now they can "slash" "scratch" "claw"
    Ethereals have "singe" in addition to "burn"
    Podmen can "lash" in addition to "slash"
    Heads can "chomp" in addition to "bite"
    ## Changelog
    :cl:
    code: Unarmed attacks (punches, etc.) now support multiple attack verbs
    instead of only one
    /:cl:

commit 7d3f376a22a37d95e0da11e299aeab564f7773c7
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 08:19:41 2024 +1200

    Automatic changelog for PR #82892 [ci skip]

commit 55a5a05d7b31e299be4df2c80b5a1cf2edaea122
Author: VexingRaven <msgerbs@users.noreply.github.com>
Date:   Sun Apr 28 15:13:42 2024 -0500

    Fix the materials box dropping its contents on creation (#82892)

    ## About The Pull Request
    This fixes the materials box (part of the debug box/admin outfit)
    dropping its contents everywhere. The issue is that these stacks will
    merge during `PopulateContents` as part of the parent call to
    `/obj/item/storage/Initialize` before
    `/obj/item/storage/box/material/Initialize` has a chance to change the
    size of the box.
    ## Why It's Good For The Game
    Fixes #82705
    ## Changelog
    :cl: VexingRaven
    fix: The debug box no longer spills its contents everywhere
    /:cl:

commit dfc85d71c6b6c251bca3497e7d302d6415e41f9d
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 07:36:45 2024 +1200

    Automatic changelog for PR #82915 [ci skip]

commit 922017a36070b335be78a5f28a8196ef86f480c4
Author: Nick <jughu1@hotmail.com>
Date:   Sun Apr 28 21:36:26 2024 +0200

    Adds tinyfans to the arrival shuttles (#82915)

    ## About The Pull Request
    This PR adds tinyfans all arrivals shuttles

    ## Why It's Good For The Game
    Sometimes arrivals shuttle gets depressurized due the state of the
    arrivals wings and air going out of doors this means if a new player
    joins the game they are immediatly met with the suffocation indictator
    while a veteran might know his way around it a new player would not this
    gives them a little more breathing space in to whats supposed to be a
    non griefable area

    :cl:
    qol: Arrivals shuttle is now more player friendly
    /:cl:

commit 4a5cb3e92f61ff2656d01ebeb7a3d0dc82469508
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Sun Apr 28 12:25:15 2024 -0700

    Makes the cutter lint actually work (#82913)

    ## About The Pull Request

    Turns out I fucked up the os walk stuff so this never actually did
    anything. (also a broken param but at this point does it even matter)
    More then that, it wasn't build to handle being called by something not
    in its folder. This fixed that, so the lint like actually works.

commit 88143d25711b5e2740939e65242af38fb015a0f5
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Sun Apr 28 18:39:37 2024 +0000

    Fixes runtime in z level update (#82898)

    ## About The Pull Request

    re-adds the check that they are actually being moved to a new z level in
    the update z level proc so it doesn't check null z level for cliented
    mobs and ai controllers.

    ## Why It's Good For The Game

    Saw this runtime on moth.fans and thought i should fix it.

    ## Changelog

    Nothing player-facing.

commit 05dd356df19ec51b3de232f98c056f7e449d250a
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 06:28:56 2024 +1200

    Automatic changelog for PR #82911 [ci skip]

commit 4fce3854694e5072814d69ab32e8dfcdfa7bb2fe
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 06:28:03 2024 +1200

    Automatic changelog for PR #82590 [ci skip]

commit 74b4715d6eae2237b47fc372df429cb86c21c2a9
Author: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Date:   Sun Apr 28 23:21:15 2024 +0500

    fix roleless poll ignores not working (#82911)

    Fixes https://github.com/tgstation/tgstation/issues/82890

    In some cases an alert poll had no role, like the monkey helmet, and
    because of that it skipped the eligibility check
    ## Changelog
    :cl:
    fix: All alert polls ignore option works
    /:cl:

commit 57ff27c764e0a2835925eab234b93267308cdf9d
Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Date:   Sun Apr 28 14:20:06 2024 -0400

    bug fixes and code refactor for AI, malf or otherwise (#82590)

    ## About The Pull Request

    I was trying to fix a bug with ejecting from mechs as malf AI and the
    more I looked the worse it seemed to get? So I'm putting in this PR with
    the intent to refactor AI code to not be a Byzantine nightmare of new
    objects referencing each other incompletely or with buggy behavior.
    Finished PR for #82579 because I didn't want to clutter the comments
    with commits of me trying to fix shit with git restore and revert
    ## Why It's Good For The Game

    Fixes #81877
    Fixes #82524
    Mech dominating now just works off (and integrates with) similar code
    for APC shunting
    The cores left behind by AIs shunting or controlling mechs now properly
    reference the AI instead of only the other way around
    Some of these refactors slightly change how malf works; I think most of
    it was unintended behavior in the first place, let me know in review if
    not
    ## Changelog

    The code for AIs remoting out of their shell has been refactored.
    :cl:
    fix: Mech domination now properly integrates with shunting.
    fix: Combat upgraded AIs no longer get two buggy malf ability pickers if
    they also become malfunctioning
    refactor: Refactored most of the functionality around malf AI shunting,
    mech control
    /:cl:

    ---------

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

commit 589e82f7a42c7f3ffc72d3037368d31167073527
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Mon Apr 29 01:03:10 2024 +1200

    Automatic changelog for PR #82912 [ci skip]

commit 78e2ada35dc56c5a7669434236c77814a133b7b5
Author: san7890 <the@san7890.com>
Date:   Sun Apr 28 07:02:42 2024 -0600

    Re-adds Possess Object to Right-Click Context Menu (#82912)

    ## About The Pull Request

    Fixes #82882
    ## Why It's Good For The Game

    Corrects nonintentional regression in expected behavior by re-adding
    this verb back to the context menu.
    ## Changelog
    :cl:
    admin: Possess Object is now back in the right-click context menu.
    /:cl:

commit 2cc46b40fbd8ff1a29858eaca530d05d1dbdd56e
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 13:14:22 2024 +1200

    Automatic changelog for PR #82902 [ci skip]

commit 1ca7a03a0077da2afcc22a482a4b7791bcdc5f4d
Author: Rhials <28870487+Rhials@users.noreply.github.com>
Date:   Sat Apr 27 20:53:24 2024 -0400

    Lazy load templates now have a prompt for whether or not to send you to the template area upon loading (#82902)

    ## About The Pull Request

    Generating a lazy load template map now gives you a choice for whether
    or not you want to be ghosted/teleported to the template you are
    loading.
    ## Why It's Good For The Game

    This has always annoyed me, especially when testing stuff related to the
    nukie base (since it needs to be manually loaded before creating a nukie
    team to avoid runtime spam). It might be a minor gripe, but I don't
    think it should be forced.
    ## Changelog
    :cl: Rhials
    admin: Lazy loading map templates now gives you the option to not
    ghost/teleport to the loaded area upon completion.
    /:cl:

commit a31704e4bb37b4c5a027bb3b2012294d64e98e85
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 12:51:17 2024 +1200

    Automatic changelog for PR #82899 [ci skip]

commit 7712669e922c76bd7643cc15c7aeb50268e5a106
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 12:46:18 2024 +1200

    Automatic changelog for PR #82900 [ci skip]

commit ce4e3a64ecf2e122d4e2370b1c3b9aba9f88901a
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 12:46:03 2024 +1200

    Automatic changelog for PR #82896 [ci skip]

commit 8a69b45c2967b95c273c0f3b5be64105c30da867
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 12:45:53 2024 +1200

    Automatic changelog for PR #82909 [ci skip]

commit a2e0a8b09e2ee696925e1242742d183b088a8689
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Sun Apr 28 00:45:09 2024 +0000

    Removes examine text with Med/Sec HUDs being under Radio (#82899)

    ## About The Pull Request

    As title says
    One of these spans didn't have a closing span so this fixes that too i
    guess.

    These are all spans that would include your message under radio
    ``'.alert, .minorannounce, .syndradio, .centcomradio, .aiprivradio,
    .comradio, .secradio, .gangradio, .engradio, .medradio, .sciradio,
    .suppradio, .servradio, .radio, .deptradio, .binarysay, .newscaster,
    .resonate, .abductor, .alien, .changeling'``

    To fix it I just removed the span since it did nothing anyway.
    I didn't remove it in case it's ever brought back in the future and for
    any downstream that might use it, it feels off to remove chat constants.

    It also looks no different either way

    ![image](https://github.com/tgstation/tgstation/assets/53777086/46673645-4ab4-4bd2-9a9f-a26b19aa0e87)

    tried with multiple fonts, this really has no effect it's purely for
    categorization.

    ## Why It's Good For The Game

    Closes https://github.com/tgstation/tgstation/issues/72487

    ## Changelog

    :cl:
    fix: Examining someone with Med/Sec HUDs will no longer filter the
    message under Radio.
    /:cl:

commit ea7095322b5bd43a32263673920a9a0467b3d160
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 12:44:41 2024 +1200

    Automatic changelog for PR #82906 [ci skip]

commit b59ae8fb9dd8928b0572f02826866cba183d4046
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Sun Apr 28 00:44:28 2024 +0000

    Fixes pAIs permanently blocking requests (#82900)

    ## About The Pull Request

    Removes pAI subsystem/card's reliance on clients and makes them
    unstoppable, which didn't really make much sense for it to be this way
    in the first place since it's something that has to always happen and is
    something that isn't client-controlled.

    Also removed case of ``usr`` use in ui act.

    ## Why It's Good For The Game

    Closes https://github.com/tgstation/tgstation/issues/70401

    ## Changelog

    :cl:
    fix: pAI requests should no longer randomly permanently break in a
    round.
    /:cl:

commit 74a70e0f587c07bfd8d8263e64f90224a2430762
Author: FlufflesTheDog <piecopresident@gmail.com>
Date:   Sat Apr 27 17:42:29 2024 -0700

    Fixes a couple mistakenly overwritten typepaths (#82896)

    ## About The Pull Request
    Fixes some stuff not existing because they weren't named good enough.
    Whoops.
    ## Why It's Good For The Game
    You know the deal
    ## Changelog
    :cl:
    fix: minebot shields are now actually orderable
    fix: vinegar may once again be crafted with wine, water, and sugar
    /:cl:

commit 81db79428c7b23a4e73972ff05cfe803b55b10c9
Author: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Date:   Sun Apr 28 02:41:50 2024 +0200

    Resprites the Syndicate Infiltrator Modsuit (#82909)

    ## About The Pull Request
    Resprites The Infiltrator Modsuit.

    ![Infiltratorresprite](https://github.com/tgstation/tgstation/assets/102721711/548da6b6-fe1a-4ea4-b076-485d04c47280)

    ## Why It's Good For The Game

    The infiltrator modsuit looks a bit dated, it's still mostly using the
    same model it had back when it was a regular suit, the colors are also
    kinda drab, point is, it doesn't look too great; this PR fixes that.

    Sprites made by OrcaCora
    ## Changelog
    :cl:
    image: The Infiltrator Suit has received a new model, sleeker than ever!
    /:cl:

    ---------

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

commit 39fc2550519df89838a0733e68df631879a04500
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Sat Apr 27 19:40:47 2024 -0500

    Turf weakref persists in changeturf / Fix plasma cutters  (#82906)

    ## About The Pull Request

    Turf references don't change so logically, turf weakrefs wouldn't change
    if the turf changes.

    By not doing this this can cause bugs: See #82886 . (This Fixes #82886)

    (Projectiles hold a list of weakrefs to atoms hit to determine what they
    have already hit.

    Because turf weakrefs reset, we could "hit" the same turf twice if it
    destroyed the turf.

    Old behavior - this was fine but now that they're weakrefs, we get two
    weakref datums in the list that point to the same ref.)

    Less hacky alternative to #82901 . (Closes #82901)

    ## Changelog

    :cl: Melbert
    fix: Plasma cutters work again
    /:cl:

commit d93143446364bbea958b042b95bc397a5cef99c2
Author: Changelogs <action@github.com>
Date:   Sun Apr 28 00:24:55 2024 +0000

    Automatic changelog compile [ci skip]

commit 862670dc1498153c3b2b0ae471f84a8ece5e20a8
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sun Apr 28 12:24:18 2024 +1200

    Automatic changelog for PR #82895 [ci skip]

commit 817337086c7a07013d63ef9bcffd682bd1cc6b7b
Author: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Sun Apr 28 03:17:36 2024 +0300

    Players can now be role banned from Spy (#82895)

    ## About The Pull Request
    Adds spy to banning panel
    ## Why It's Good For The Game
    Admins should be able to roleban players from all antagonists
    ## Changelog
    :cl:
    admin: spy can now be rolebanned
    /:cl:

commit 9145ecb7e1e44635a1056fc704adfa3d764325e6
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 16:39:29 2024 +1200

    Automatic changelog for PR #82874 [ci skip]

commit e8787ed2b7ff48ce11122d43393b792254c49e7e
Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Date:   Sat Apr 27 07:39:11 2024 +0300

    fixes jps mobs occasioanlly pathing forever (#82874)

    ## About The Pull Request
    if MOVELOOP_NOT_READY gets passed once through the signal (which can be
    often), the failure increments gets reset back to 0 and starts counting
    again. this can cause the increments to never reach the max failure
    threshold so itll keep checking forever. i saw some mobs get stuck
    trying to reach an unreachable target because of this

    ## Why It's Good For The Game
    fixes mobs getting stuck trying to reach something unreachable

    ## Changelog
    :cl:
    fix: fixes mobs getting stuck trying to reach something unreachable
    /:cl:

commit 32bfeb318f24f4a8ecaed7ab4fd050ef2a8e25ac
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 15:57:24 2024 +1200

    Automatic changelog for PR #82883 [ci skip]

commit c4c21b7d40c5b53effe3ba61625234ba2d0b9f06
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 15:57:03 2024 +1200

    Automatic changelog for PR #82875 [ci skip]

commit 9ec90bbe137b98bb2eda8149d2d86c51b7366068
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 15:56:25 2024 +1200

    Automatic changelog for PR #82893 [ci skip]

commit ffca5efe81c5ac507fae8a2f4c8deda4b5663120
Author: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Date:   Sat Apr 27 05:54:03 2024 +0200

    Fixes spraycan spamming the chat when you hover it. (#82883)

    ## About The Pull Request
    Adds a missing flag that was causing the chat to be spammed when you
    were too far away from the spraycan.

    ## Why It's Good For The Game

    Bugfix

    closes: https://github.com/tgstation/tgstation/issues/80880

    ## Changelog

    :cl:
    fix: Spraycan no longer spams your chat when you mouse over it.
    /:cl:

    ---------

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

commit c84be8236194ba8231569cefcf5968928d1a83ca
Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Date:   Fri Apr 26 20:51:18 2024 -0700

    Fixes escape menu spacing (#82875)

    ## About The Pull Request
    Long station names clip into the start menu buttons
    ![Screenshot 2024-04-24
    193230](https://github.com/tgstation/tgstation/assets/42397676/a62c3f27-ffa8-471b-9ad5-526003fc33cd)

    This fixes it
    ![Screenshot 2024-04-24
    193818](https://github.com/tgstation/tgstation/assets/42397676/728c4edb-ad53-4263-a40b-9a598ad7203f)
    ## Why It's Good For The Game
    UI bug
    ## Changelog
    :cl:
    fix: Fixes clipping in the ESC menu between buttons and long station
    names.
    /:cl:

commit 03a93f09a8b73638ca114ee31cdcae9fad8f88b3
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Fri Apr 26 22:50:26 2024 -0500

    Fix malf AI being unable to trigger because AIs are considered ghost roles (#82893)

    ## About The Pull Request

    Fix #82891

    PR #82030 added this job flag check to dynamic candidate trimming

    https://github.com/tgstation/tgstation/blob/cd29b123eff035fff7da10d21f8d55e1c898670f/code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm#L77-L79

    Problem: AIs do not have `JOB_CREW_MEMBER`!

    This meant that all AI mobs were trimmed out of the candidate list for
    midround malf, so no it always failed

    This PR fixes this by flipping `restrict_ghost_roles` to `FALSE` for
    midround malf and then tightening up some of the checks to ensure off
    station AIs don't roll malf.

    ## Changelog

    :cl: Melbert
    fix: Midround malf can roll again
    /:cl:

commit e155980d43177d9ce31811f4b958fb9278a060b3
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 15:50:13 2024 +1200

    Automatic changelog for PR #82884 [ci skip]

commit e50ed59d6b1104d10810e4958557b106798d6679
Author: Rhials <28870487+Rhials@users.noreply.github.com>
Date:   Fri Apr 26 23:49:56 2024 -0400

    [NO GBP] Overwatch Intelligence Agents No Longer Get Their Own Uplink (#82884)

    ## About The Pull Request

    Overwatch operatives no longer get an uplink with TC in it.

    While they failed to break out of the nukie base (GOOD!) they were able
    to call in more of each other, which led to a grey-goo scenario of
    self-replicating discount overwatch operatives (KINDA BAD BUT ALSO KIND
    OF FUNNY).

    ![image](https://github.com/tgstation/tgstation/assets/28870487/28683e31-dc98-496f-9ef8-e05516444c17)

    ![image](https://github.com/tgstation/tgstation/assets/28870487/7be759b3-2d91-47bc-8a2b-9efc94e7bad9)

    I really really really hate having to fix this bug because it ended up
    being fucking hilarious but it cannot happen again.

    (Also some minor inheritance gripes with the plasmeme outfit, don't
    worry about it).

    I also might make the turfs indestructible/have a better baseturf so
    accidental explosive discharges can't break the floor and space everyone
    in the nukie base areas in another PR.
    ## Why It's Good For The Game

    Self-replicating helpdesk assistants, a terrifying concept.
    ## Changelog
    :cl: Rhials
    fix: Overwatch Intelligence Agents no longer get their own uplinks,
    leading to a self-replicating grey goo scenario.
    /:cl:

commit b2617e798290bd01e4332c281a1ce7e36202abcb
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Fri Apr 26 20:47:51 2024 -0700

    Moves cutter dependancy to spacestation13 (#82889)

    ## About The Pull Request

    Action doesn't have the bandwidth to maintain hypnagogic atm. I've
    migrated it over to the spacestation13 repo, and cut a release for the
    most recent version.
    https://github.com/spacestation13/hypnagogic

    I'll be attempting to maintain it myself, though I'm not amazing at
    rust. We do what we must because we can.

commit c283d5af50047cf166951d93a93753a77b963f67
Author: Changelogs <action@github.com>
Date:   Sat Apr 27 00:22:53 2024 +0000

    Automatic changelog compile [ci skip]

commit 484a104e488707b5b6aea139011062ea3a7ede95
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 12:07:15 2024 +1200

    Automatic changelog for PR #82845 [ci skip]

commit 22ba643f2b9dd3fbc6bbdc1f06cdad05f511d96b
Author: Vire <66576896+Maurukas@users.noreply.github.com>
Date:   Sat Apr 27 00:06:56 2024 +0000

    Misc Mapping Power Cell Fixes (#82845)

    ## About The Pull Request

    This is a followup to #82713 and also related to #82196.

    Roundstart power drain is not ideal on several maps. An admin showed me
    Icebox draining it's engineering SMES within 10 minutes of round start,
    which is far too quick, particularly for a map that's currently allowed
    on lowpop. Ten minutes is too soon to have to jump start the engine. I
    did a quick run through of maps looking for obvious power draw related
    issues, and found several.

    This disconnects the aux power SMES on Ice from the grid at roundstart,
    removing 100kw of draw and a source of power loops - as they were
    charging and discharging to the same powernet. Delta got a little wiring
    cleanup. Northstar and Tram were using empty SMES to power the gravity
    gen, which is an unnecessary sink at round start - the standard on all
    other maps is a fully charged version, so these two maps have been
    upgraded, dropping ~50kw each.

commit 6b9c58828bdd14aafde952b0c806e279545f1b94
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat Apr 27 07:09:28 2024 +1200

    Automatic changelog for PR #82853 [ci skip]

commit 419044ed06427260b4e00ce86ae16ed713a97e1e
Author: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Fri Apr 26 22:09:06 2024 +0300

    Medical borg fix (#82853)

    ## About The Pull Request
    Closes https://github.com/tgstation/tgstation/issues/82709
    ## Why It's Good For The Game
    bug fix
    ## Changelog
    :cl: grungussuss
    fix: fixed being able to install multiple of the same upgrade to medical
    cyborgs
    /:cl:

commit cf4cc899027116a9f586b51e9d35093d256899eb
Author: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Date:   Fri Apr 26 03:47:28 2024 -0400

    Revert of a Revert | ListInputModal (#82854)

    This reverts commit 9acf5bd821b37e4d8dad1c850497eeef79c0e7d8.

    MSO determined that because we use `file(...)` instead of a string
    instead of an asset being locked to its initial state via a cache object
    we are sending it as it is on disk every time. which means that when a
    new server deployment updates the tgui it will send this new tgui code
    even if the currently running DM code does not support it.

commit cd29b123eff035fff7da10d21f8d55e1c898670f
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri Apr 26 14:53:15 2024 +1200

    Automatic changelog for PR #82683 [ci skip]

commit cbcf5a7108734bf8801d9821691ff6a087be2568
Author: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Date:   Thu Apr 25 22:52:54 2024 -0400

    ip intel mk2 (#82683)

    Do not merge this without coordinating with your server's host.

    ## About The Pull Request

    Slightly refactors the way we handle IP intel.
    You can still use the old data stored in the database.
    Adds the ability to automatically reject connections determined by
    config flags.

    ## Why It's Good For The Game

    We used to have IP intel to check for VPNs, although it was disabled due
    to being bad and unhelpful.
    This refactor should make it much more manageable for hosts and admins.

    ## HOSTS BEWARE
    This adds a new SQL table `ipintel_whitelist`
    Look at the schema!

    ## Changelog

    :cl:
    admin: The return of IPIntel
    /:cl:

    ---------

    Co-authored-by: MrStonedOne <kyleshome@gmail.com>
    Co-authored-by: oranges <email@oranges.net.nz>

commit a300ec3f7bbc616b4342f0b7ae12cd1f58100e96
Author: Changelogs <action@github.com>
Date:   Fri Apr 26 00:20:27 2024 +0000

    Automatic changelog compile [ci skip]

commit a9b9d43750b62cae28d06d3ec35857218ef1da05
Author: tralezab <40974010+tralezab@users.noreply.github.com>
Date:   Thu Apr 25 11:56:42 2024 -0700

    DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829)

    ## About The Pull Request

    - infuser entries global is now an assoc list type -> singleton. makes
    it easier to pick specific entries as needed
    - separated infusion behavior onto both movable level (for machine
    occupants and things that can potentially be infused) and human level
    (for the actual infusion into a human)

    - [x] tested

    ## Why It's Good For The Game

    Upcoming plans is to fix up maintenance sect's organ replacement system
    that just so happens to work a lot like how infusions do with actual
    infusion mechanics, and that requires this prerequisite. In general
    outside of that vision I see a lot of potential in alternate infusion
    sources, from wherever they may be.

    ## Changelog
    no player side changes, this is a refactor

commit a6fa9d2d08dab9f72a6fe269344f85e8766fd6d9
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 23:38:03 2024 +1200

    Automatic changelog for PR #82669 [ci skip]

commit c379e2577b3890ccfc4fca4d082e728337f05c37
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 23:37:20 2024 +1200

    Automatic changelog for PR #82842 [ci skip]

commit 698ec3557f175566ef75235c32820dd05e5104fa
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 23:36:44 2024 +1200

    Automatic changelog for PR #82830 [ci skip]

commit 7809dee9001a7c50c95dafa42200b063a8a75ebf
Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Date:   Thu Apr 25 07:36:04 2024 -0400

    Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669)

    ## About The Pull Request

    It turns out monkeys being catatonic got broken 2 years ago in a PR that
    was meant to fix something else; also, it turns out monkeys are supposed
    to have primal eyes when turned into humans, and that got broken too. I
    fixed both of those things, and while I was at it I did a refactor to
    make it easier to give noticable organs (or anything else that you'd
    want correct pronoun and verb tenses) easier to implement.

    1) AI controlled mobs now properly display their noticable organs when
    appropriate
    2) Added some macros and a helper proc for replacing appropriate
    pronouns and verb tenses in text
    3) The noticable organ HTML is no longer broken, so you can pass text
    with spans into it, if you want the text to be pretty or big or whatever
    4) Monkeys are no longer catatonic if they have an active AI controller;
    this goes for any carbon actually but I think monkeys are the only one
    with AI controllers at the moment
    ## Why It's Good For The Game

    Fixes the logic for displaying organs on AI controller mobs (currently
    monkeys)
    Makes it easier to add these kind of organs for carbons, AI controlled
    or not, in the future

    Look! An actual use-case for split editor:

    ![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5)
    ## Changelog

    Humanized monkeys now have their primal eyes again; monkeys with active
    AI are no longer catatonic.
    :cl: Bisar
    fix: AI controlled monkeys are no longer catatonic, and they have primal
    eyes again when turned into humans.
    spellcheck: Noticable organs now have more modular grammar, and their
    current grammar is fixed.
    refactor: Refactored the code for displaying the messages for noticable
    organs.
    config: Added a documented define of all our pronouns
    /:cl:

    ---------

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

commit 68115df173aee3a8eff090c3f08beba2f0430b11
Author: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Date:   Thu Apr 25 21:32:05 2024 +1000

    Fixes plasma flower modsuit cores having an extremely small amount of power (#82842)

    ## About The Pull Request

    The var was still using the old values.

    ## Why It's Good For The Game

    15 kj instantly depletes your power supply upon taking a step. Oof.

    ## Changelog
    :cl:
    fix: The plasma flower modsuit core now actually contains a reasonable
    quantity of power.
    /:cl:

commit 3f9caf5deb158f79b0b6a9e5e20c12fb9ed2fd1d
Author: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Date:   Thu Apr 25 07:30:50 2024 -0400

    Fix: Makes the rebar crossbow's bowstring loosen after firing (#82830)

    ## About The Pull Request

    As it stands, after the rebar crossbow fires, it must be used inhand
    twice, once to loosen the bowstring, and a second time with a do_after
    to pull it back. Not only does this make no sense as the bowstring is
    what launches the projectile, but I actually had no idea it was even
    happening, until I got it pointed out on discord.

    ## Why It's Good For The Game

    The main reason is that the crossbow shooting a rod without moving the
    bowstring just looks weird, but also given the first inhand use doesn't
    have a delay, it also doesn't really serve any purpose.

    ## Changelog
    :cl:
    fix: The rebar crossbows now properly loosen their bowstring upon
    firing.
    /:cl:

commit bb915a714c83dc74a9039db7c68588617b7b161b
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 23:29:06 2024 +1200

    Automatic changelog for PR #82822 [ci skip]

commit 06b97dfb48aa60fb755a2858bf65a753f7d0b013
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 23:28:49 2024 +1200

    Automatic changelog for PR #82809 [ci skip]

commit e1d922d9260591edbe1bfc3a8824998f08dd01b4
Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Date:   Thu Apr 25 04:28:47 2024 -0700

    [no gbp] Adds silicon interaction flags (#82822)

    ## About The Pull Request
    A few items with special silicon interactions did not have the proper
    flags to permit their use at distance (airlocks for instance)
    ## Why It's Good For The Game
    Fixes #82800
    ## Changelog
    :cl:
    fix: Restored silicon alt-clicking capability
    /:cl:

commit 5154ef4df1beae8afe40792ecc27d7af6bcdef0e
Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Date:   Thu Apr 25 13:28:29 2024 +0200

    [no gbp] actually fixes bot access (#82809)

    ## About The Pull Request
    real fix to bots having AA. also i forgot to address simple bots in my
    previous attempt so this fixes them too

    ## Why It's Good For The Game
    fixes bots having AA

    ## Changelog
    :cl:
    fix: all bots have their normal accesses restored
    /:cl:

commit 8b37838ea7658dd5a3b95ea9e3ee23994e17a49f
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 17:04:04 2024 +1200

    Automatic changelog for PR #82836 [ci skip]

commit 061ce73c99af24c600e4954db4665355fea282a6
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Wed Apr 24 22:03:43 2024 -0700

    ChemMaster 3000 printing speed based on servo tier (#82836)

    ## About The Pull Request

    Reverts the maximum number of containers (pills/patches/etc.) the
    ChemMaster 3000 can print back to 50. (Recently changed to 12.5 per tier
    in https://github.com/tgstation/tgstation/pull/82002) Instead, the servo
    tier determines the speed the batch is printed at.

    ![image](https://github.com/tgstation/tgstation/assets/83487515/d58a2325-55ff-4087-b73b-9d08ebdf98e5)

    ![image](https://github.com/tgstation/tgstation/assets/83487515/5d078957-dbc4-483f-8e38-62a815370f66)

    ## Why It's Good For The Game

    Refilling the buffer and pressing print for every 13 pills is pointless
    busywork when there is already a delay now implemented per pill printed.

    ## Changelog

    :cl: LT3
    balance: ChemMaster can again print a maximum of 50 pills/patches per
    run
    balance: Higher tier servos increase ChemMaster printing speed
    /:cl:

commit f31b2794b5886c9b2a7b63c780f6c09ff9582dbb
Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Date:   Thu Apr 25 06:19:17 2024 +0200

    fixes ai controllers hard deletes (#82861)

    ## About The Pull Request

    ![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b)
    i noticed almost all ai controllers were being hard deleted, its because
    the controller itself was being addedto the behavior_cooldowns list
    rather than the behavior itself

    ## Why It's Good For The Game
    fixes hard deletes

    ## Changelog
    :cl:
    /:cl:

commit b60223b8a5dd97bc5172f2d801b03a826951faf3
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 14:09:16 2024 +1200

    Automatic changelog for PR #82825 [ci skip]

commit 85b857fc67b1cc0898b9a86b8d0bbbedbd57ed24
Author: Singul0 <127663818+Singul0@users.noreply.github.com>
Date:   Thu Apr 25 09:08:53 2024 +0700

    [NO GBP] Critical fixes for cyborg omnitools (#82825)

    ## About The Pull Request
    Fixes several critical fixes for cyborg omnitools, surgical omnitools in
    peculiar. Which is:
    1. bonesetter omnitool can do compound fracture surgery now
    2. omnitool butchering not properly disabled works (why didn't that
    runtime. fucking dreammaker)
    3. omnitool surgery_initiator not properly disabled
    4. cautery in offhand not working

    Fixes #82805
    Fixes #82868

    Honestly I have now regretted for doing this kind of implementation at
    the start. with how shoddily coded it is.
    Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool
    (all have the same base of implementation) to be less snowflakey. but
    that's for the future. and will take some time. This is a bandaid fix
    for now
    ## Why It's Good For The Game
    this is cbt
    ## Changelog
    :cl:
    fix: fixed cyborg bonesetter not working for compound fractures
    fix: butchering not disabling in cyborg omnitool
    fix: fixes a bug where if you select the omnitool it would be stuck in
    surgery initiator mode
    fix: cautery in off hand for cyborg omnitools not working
    /:cl:

commit 13343a02216586bd5e52fa1ddf6715bc289d9461
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Wed Apr 24 18:19:04 2024 -0700

    Adds handy define that enables the most common configuration of reftracking (#82860)

    ## About The Pull Request

    This shit has confused people too many times, let's give them an easy
    pathway to use reftracking

    Also split the separate logging bit into its own thing

commit dcc8428a516cb764932265d5b3eb8eb919307355
Author: Changelogs <action@github.com>
Date:   Thu Apr 25 00:21:59 2024 +0000

    Automatic changelog compile [ci skip]

commit a27675206712867c04106fa8fcf23ff115916fd8
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 10:26:35 2024 +1200

    Automatic changelog for PR #82856 [ci skip]

commit 72c50845560999416e8b2660a0ffd74f732a1351
Author: Fikou <23585223+Fikou@users.noreply.github.com>
Date:   Thu Apr 25 00:25:00 2024 +0200

    brimbeams are a hidden do after (#82856)

commit 21b6abfcd683522dff7f883a350717f49b391224
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Wed Apr 24 15:23:54 2024 -0700

    Redoes how appearance VV works because it scares me (#82851)

commit bdab65dfc397a856f0a1f20db0bcc5567a621ff3
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 10:15:09 2024 +1200

    Automatic changelog for PR #82748 [ci skip]

commit 0a8e58b49371ac579af7ed005665efb6b960419b
Author: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Thu Apr 25 01:14:38 2024 +0300

    More emote sounds and new whistle emote (#82748)

    ## About The Pull Request
    Added new emote to get people's attention: Whistle
    Added sounds to existing emotes: cry, sneeze, cough, laughs for lizard
    and moth.

    In the future, the work done in this PR can be the foundation for giving
    other species their own emote sounds.

    Sound files:

    https://drive.google.com/drive/folders/14cv8_N6BdcyJKQd-sMXDlowXEaY3FZ_K?usp=sharing

    Preview:

    https://github.com/tgstation/tgstation/assets/96586172/7524a7c6-b003-40d5-adc4-1e0faae2cce2

    https://github.com/tgstation/tgstation/assets/96586172/318d0ee8-de9e-406c-92f1-1f2ef4eac32f

    https://github.com/tgstation/tgstation/assets/96586172/aa7ae9a1-35c8-44e2-b6ea-82fd3949b1f4

    ## Why It's Good For The Game
    More immersion is great, I love using emotes and having no sounds for
    them is sad.
    ## Changelog
    :cl: grungussuss
    add: whistle emote
    refactor: Refactored how laugh, sneeze, cough and cry sound is called in
    the code, report strange behavior with these emotes.
    sound: added sounds for whistle, cry, cough, sneeze, laugh for moths and
    lizards emotes
    /:cl:

    ---------

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

commit c7ea5cdbe71f9896c8c000865edfe07a434bb826
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu Apr 25 08:00:20 2024 +1200

    Automatic changelog for PR #82852 [ci skip]

commit 2e11db2344e4c7f8d7cca52df09ef0770dde2d4b
Author: Fikou <23585223+Fikou@users.noreply.github.com>
Date:   Wed Apr 24 21:59:58 2024 +0200

    [NO GBP] fixes issues with human rendering fixes (#82852)

    ## About The Pull Request
    fixes #82838, forgot to add the attack_self there
    fixes #82869
    fixes the atmos hardhat not using flags_inv and transparent_protection
    correctly (you could pull off someones glasses through it for example
    makes modsuits use the new rendering stuff
    fixes rendering stuff not working correctly with adjustable clothing
    fixes quick equip dropping the item if you cant equip it

    ## Why It's Good For The Game
    waow its awesome

    ## Changelog
    :cl:
    fix: you can no longer take off someones glasses or mask through atmos
    hardhat
    fix: once you adjust a welding helmet or something it no longer makes
    your cigarette or sunglasses invisible
    fix: welding gas mask works once again
    fix: quick equips dont drop the item if you cant equip it
    /:cl:

commit 59a20eb8e7822cfdd4ba5063d112c41585c6f714
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Wed Apr 24 11:05:06 2024 -0700

    Fixes some rando failures off the ignore list of projectiles (#82855)

commit 0cb9aa842a973fff6d8ae79b1183b3d2d545c6d6
Author: EvilDragonfiend <87972842+EvilDragonfiend@users.noreply.github.com>
Date:   Thu Apr 25 03:03:59 2024 +0900

    Accessing Datasystem Manager from MC controller panel (#82848)

commit 696b795d5b00db4024ddccdf676054652267e37b
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed Apr 24 18:48:52 2024 +1200

    Automatic changelog for PR #82732 [ci skip]

commit 43c85eee216dceb96c5e4c2d88b90c4154b9ed17
Author: Nick <42454181+Momo8289@users.noreply.github.com>
Date:   Wed Apr 24 02:48:32 2024 -0400

    Adds sorting options and a search bar to the crew monitor (#82732)

    ## About The Pull Request
    This PR adds buttons in the crew …
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