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in real

EmilyCoelhoBR and others added 30 commits April 16, 2025 14:35
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# Description

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minor fixes on Gax:

* fixed xenoarch doors locking incorrectly
* Named several airlocks, making them easier to locate
* fixed AI turret not connected
* added a mining shuttle console to LO Office

---

# Changelog

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:cl: Emilly
- fix: Gax: minor fixes
# Description

Added a port for the mining shuttle. Fixed logistics firelocks being
closed and unlinked round-start.

![image](https://github.com/user-attachments/assets/12028138-d4e8-448b-ba9b-e2ddf1563576)


# Changelog

:cl: mrs
- add: Asterisk: Lavaland shuttle dock.
- fix: Asterisk: Logistics firelocks.
# Description

Fixes the inability to surgically insert a slime core.

---

<details><summary><h1>Media</h1></summary>
<p>

![A slime core is removed and
reinserted](https://github.com/user-attachments/assets/4cfc8ab0-48b3-488d-aa2a-079b9c0e7acb)

</p>
</details>

---

# Changelog

:cl:
- fix: Slimes can now have cores surgically inserted

Signed-off-by: GNUtopia <[email protected]>
# Description

Fix mining voucher not allowing the selection of the initial kit and not
appearing when selecting a backpack other than Salvage in the loadout.

---

<details><summary><h1>Media</h1></summary>
<p>

![Captura de tela 2025-04-10
204541](https://github.com/user-attachments/assets/3f55b525-3024-4756-b3ad-dde68ef6bf5e)
![Captura de tela 2025-04-10
204617](https://github.com/user-attachments/assets/99525597-3b19-43bc-af49-a2d826682707)

</p>
</details>

---

:cl:
- fix: Fix mining voucher not allowing the selection of the initial kit
- fix: Fix mining voucher not appearing when selecting a backpack other
than Salvage in the loadout
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# Description

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Smol PR that replaces the medipen box in CMO's (filled) webbing with the
medipen case. (Same thing but now uses the syringe case as the parent
entity, and has a new name n description)
Also reverts the bruizine recipe back to the old one because it's
supposed to be harder to make :godo:

---

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<details><summary><h1>Media</h1></summary>
<p>

![Base Profile Screenshot 2025 04 16 - 19 49 52
67](https://github.com/user-attachments/assets/c524e061-6976-4622-9be3-81f187846ce2)

</p>
</details>

---

# Changelog

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:cl:
- tweak: Changed the medipen box used in the CMO's filled webbing into
the medipen case.
- tweak: Reverted bruizine recipe back to the old one.
# Description
This fixes the header in the IPC guidebook entry by adding a single
line. DeltaV fixed this.

---

Signed-off-by: Kirby <[email protected]>
# Description
Adds a sprite for having the terminus equipped to your back, and allows
you to wear it in suit storage or back.

---

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/960d9cb5-c41c-48be-a42a-0617266d685b)


</p>
</details>

---

# Changelog

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:cl:
- add: Added the ability to wear the terminus on your back.

Co-authored-by: Timfa <[email protected]>
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# Description


---
Gives the nukie plush some in-hand sprites in the vein of the lizard
plushie.


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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/1870a108-3bf5-4d1b-9e0c-59e35d142f83)

</p>
</details>

---

# Changelog

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:cl:
- tweak: Nukie plushies are now visibly seen in your hands.

---------

Signed-off-by: Timfa <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Timfa <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

A bunch of changes to security loadouts. Making it slightly less
cluttered and adding a couple new items.
Main changes are:
Weapons are split in to their own tab to remove make main gear tab less
cluttered.
Some of the fancy uniforms from standard security are made senior
officer exclusives.
Senior officer now gets some additional exclusive gear like filled judo
belt, disabler smg and previously unused mk 32 pistol.
mk 32 "Universal" is now fully integrated in to research and security
techfab, including all the special types of mags locked behind the
appropriate research.
Head of Security gets their own version of judo belt, it's the same stat
wise but has a recolored sprite to fit with the rest of HoS' gear.


<details><summary><h1>Media</h1></summary>
<p>


![DutyWeaponTab](https://github.com/user-attachments/assets/f259f86c-6c3f-438d-9adb-29b85fc3dc76)

![SeniorOfficerNewItems](https://github.com/user-attachments/assets/efd6b3b9-20a0-4594-9916-45100920171f)

![UniversalSpawnMenu](https://github.com/user-attachments/assets/68000efc-5812-45a3-ae4c-a14b08558db8)

![SecLatheNoResearch](https://github.com/user-attachments/assets/70f3f53c-dd13-44e9-9818-f1f47bc89bba)

![SecLatheAllResearch](https://github.com/user-attachments/assets/8a8a0a98-a520-41c4-99da-c72d8c83b8ab)

![AdvWeapons](https://github.com/user-attachments/assets/7131d417-287e-4e54-b31e-9e54852d69d3)

![AllTheStuff](https://github.com/user-attachments/assets/4f728f8f-2673-4bf5-8287-0def70372204)

</p>
</details>

---

# Changelog

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:cl: Kirisune
- add: mk 32 "Universal" non-lethal and security versions together with
special incendiary, uranium and shrapnel mags.
- add: mk 32 "Universal" integrated in to research and unlocking at
"Advanced Weapons" at tier 2 armory. Special mags are locked behind
relevant ammo researches.
- add: mk 32 "Universal" integrated in to security techfab. The pistol
and its mags cost slightly more to make then N1984. Standard empty,
lethal and non-lethal mags can be made round start.
- add: mk 32 "Universal" as a loadout option for senior officer costing
<s>5</s> 6 points to pick, mags costing 4 points each.
- add: Filled corporate judo belt as a loadout option for senior officer
costing 2 points. Belt is filled with standard security belt items
excluding stun baton.
- add: Disabler SMG as a loadout option for senior officer costing 2
points.
- add: Filled corporate judo belt as a loadout option for Head of
Security with a unique sprite and costing 2 points.
- tweak: Disabler SMG stamina damage increase from 15 to <s>25</s> 20.
Still lower then a standard disabler but now its more reasonable to
carry it as a duty weapon despite how bulky it is compared to other
options.
- tweak: Security formal suit, senior trooper uniform and senior trooper
hat are now senior officers exclusives.
- tweak: mk 32 "Universal" added missing accuracy components making it
not be laser accurate.
- tweak; mk 32 "Universal" decreased fire rate
# Description

Adds a number of new ways to juggle minds. The pAI adapter, craftable by
hand, allows a pAI to act as a positronic brain. The machine-man
interface allows positronic brains (or adaptered pAIs) to act as
biological brains. It is a tier 2 research and exclusive to the exosuit
fabricator. Additionally finagles some components so that biological
brains in MMIa can be used to control IPCs.

---

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/45895846-8583-4a72-88a4-956afc1938a1)

![image](https://github.com/user-attachments/assets/35db30b1-b819-4bf1-b90b-d5f564b3e490)

![image](https://github.com/user-attachments/assets/72060231-c4d4-4c74-9491-09e86a74415b)
![a pAI is transferred to an adapter, then a
borg](https://github.com/user-attachments/assets/fbad604d-46b9-4710-a008-f8b40ad82c9e)
![a Thaven and an IPC swap brains with the power of
technology](https://github.com/user-attachments/assets/5b82e308-5479-4808-ba9c-f8b7664dbb2c)

</p>
</details>

---

# Changelog

:cl:
- add: Added machine-man interface
- add: Added pAI adapter
- tweak: Allowed MMIs to function as IPC brains
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# Description

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Ports the lone abductor and possibly(?) the duo abductors.

---

# TODO

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- [X] Figure out why abductors aren't spawning as the abductor race.
- [X] Make sure it's not a buggy mess.

---

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<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/81292bde-ad96-4d08-a30e-87c9bc2df8aa)
</p>
</details>

---
# Credits
Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the
original version!
Darkrell, Rinary, and Landosaur made the funny little guys.

![image](https://github.com/user-attachments/assets/1c62afe9-7fb9-458e-bc61-5745ba3a2a6b)

# Changelog

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:cl: Darkrell, Rinary, Landosaur 
- add: The Abductors are here to replace your organs. Gleep Glorp!

---------

Co-authored-by: gluesniffler <[email protected]>
Co-authored-by: Solstice <[email protected]>
Co-authored-by: SX_7 <[email protected]>
Co-authored-by: Theodore Lukin <[email protected]>
Co-authored-by: Piras314 <[email protected]>
Co-authored-by: Ilya246 <[email protected]>
# Description

The bug with the traits menu related to psionics is a significantly more
complicated issue, so I'm fixing that separately, it notably involves
touching a different system entirely than anything in this PR. The
biggest ones this fixes are Psi-Invis and Anoigo. Others are a variety
of other powers that were supposed to be checking "Is the target
insulated?" but weren't. To make it easier to check, I added an overload
for the OnAttemptPowerUse function that accepts a Target EntityUid,
which extends the insulation check to a second entity, which all of the
pre-existing targetted powers now use. Which simplifies the need to
constantly write the checks over and over again.

The biggest fixes this patch from to Psi Invisibility, and to an
underlying secondary problem that I discovered as a result of more
closely examining the cause of the Invis bugs. So now the client gets
networked their casting stats. Both Psi-invis and Anoigo have had their
audio fixed (it was a typo in both cases). Anoigo now also checks if the
target has insulation.

This last point is relevant because certain "High Security" doors have
had their components psifoil insulated to protect from people with a
rare and obnoxious power from forcing their way in.

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/ba53df07-5ed9-4b08-b787-a6f6b347c8a3

</p>
</details>

# Changelog

:cl:
- add: NT has had its station's "High Security" doors such as Command,
Security, and Vault doors shielded with psifoil around their components.
They can no longer be forced open by the Anoigo power.
- tweak: Anoigo, Dispel, Mindswap, Healing Word, Breath Of Life,
Pyrokinesis, and Noospheric Zap now all don't work if the target has
psionic insulation.
- fix: Psionic Invisibility now actually works as advertised. 
- fix: Psionic Invisibility and Anoigo now actually produce a sound, as
well as properly enforce their cooldowns.
- tweak: Anoigo reclassified as a "Dangerous" power, it now also costs
10 points for Elementalists.
- remove: Prisoners can no longer be Psionic.
- fix: Mantis can no longer summon his black blade if his hands are
full.

---------

Signed-off-by: VMSolidus <[email protected]>
# Description

Yea so it turns out that magboots were previously extremely dependent on
having other components work with them to do the "Magboot" ability. This
doesn't at all comply with ECS standards, since the expectation I have
is that the MagbootComponent ALONE should be sufficient to make an item
into "Magboots". This PR addresses this issue by refactoring
Magboots(and also ClothingSpeedModifier) to no longer depend on each
other for this behavior. MagbootsComponent is now responsible for
handling its own NoSlip, Gravity Immunity, and Movement Speed. This
behavior will also be extremly useful for supporting things such as
Modsuits and Hardsuit/Tacsuit upgrades, as well as Clothing Attachments
in general(which is another thing I'm working on).

I have attached a video demonstrating that I have tested this PR and
verified that it works.

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/f4b602ff-54b9-4df2-a0a0-e3f691c45bf2

</p>
</details>

# Changelog

:cl:
- fix: Fixed various bugs related to Magboots and Integrated Magboots on
hardsuits.
- tweak: All Modsuits as well as tacsuits contributed by Goobstation now
also include Integrated Magsuits.
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# Description

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Yeah so last time I did an accent/language fix
(Simple-Station#2212) I kinda
forgot about the scottish, frontal lisp and stutter ones
so this PR does exactly the same thing as the PR linked, just for the
missing accents. (Commenting out the lines that were supposed to let us
make accents fully free as they don't work for now, which were the ones
that specify how many trait slots and slots in the character item group
the trait takes up)

---

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https://github.com/user-attachments/assets/bd8a7e15-7f83-4330-b1d7-d3edd203b291


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# Changelog

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:cl:
- fix: Fixed the scottish, stutter and frontal lisp accents not working.
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# Description

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Fix the admin command category to spawn stamps and passports
Also fix their missing ftl

---

# Media



https://github.com/user-attachments/assets/95adae52-2c10-417e-8efa-a2f57051c3b0



https://github.com/user-attachments/assets/bcf3846d-7d82-4759-8822-6e9342609ad8



# Changelog

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:cl:
- fix: Fixed admin commands for spawning stamps, passports, and their
related localization missing

---------

Signed-off-by: Timfa <[email protected]>
# Description

If wizden are okay with doing this then screw it I'll do it to
DeleteAllThenGhost too.

space-wizards/space-station-14#34021

# Changelog

No CL this isn't playerfacing but great for my sanity.
# Description

Darkswap no longer makes you noninteractive with a ton of different
things, like *breathing*, or *gravity*, or *space*. It also now has an
enforced time limit via continuous stamina damage. Additionally it has
now picked up a notable weakness/counterplay in the form of a unique
flash vulnerability. When exposed to a flash effect, you immediately
take a ton of stamina damage and are dropped out of the dark realm

# TODO

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/e9c061a4-d310-4ff0-8917-86ddc492fa0b

</p>
</details>

# Changelog

:cl:
- add: Added a "Flash" weakness to DarkSwap. Being hit by any flash,
even if you have flash protection, causes you to instantly drop out of
the dark realm and take a massive amount of stamina damage.
- add: DarkSwap users now take continuous stamina damage while in the
dark realm.
- remove: DarkSwap no longer makes its user immune to Space, Gravity,
and Vacuums.
Pretty much exactly as the title says. I had to follow a very long and
undocumented codepath to find out what Refresh: True does in this
context to verify that it's, "SET The stun cooldown to 2s rather than
add +2s"

# Changelog

:cl:
- fix: Space wind no longer causes its victims to accumulate infinite
stun time.
RocketBoss360 and others added 30 commits May 8, 2025 19:55
… Projection (Simple-Station#2376)

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# Description

Shortens duration of fog made by Shadeskip to 12 seconds so it doesnt
last longer than it needs to for an escape, shortens Darkswap's fog tile
to last 5 seconds, makes shadeskip's portals dissapear along with it and
allowes harmless shadow cats to rarely spawn on cast, Shadeskip
additionally a different sound.

Psionic insulation now prevents all psionic powers from being cast

Telegnostic projections can now speak over telepathy, they also have the
Psychognosis and xenoglossy _for now_, their description was also
changed


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Description.

---

# TODO

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- [x] Task
- [x] Completed Task

---

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# Changelog

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:cl:
- tweak: Shadeskip now has a new sound.
- tweak: Shadeskip now lasts 12 seconds, and its portals despawn with it
- tweak: Darkswap's haze cloud on cast now lasts 5 seconds
- tweak: Telegnosic projections can now speak telepathically
- fix: all psionic powers are now disabled if the caster is psionically
insulated.
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# Description

Adds the East-Orion Company as a selectable Employer.
The reason this company is being added is simple; there are a number of
employers spread out over the various jobs on the station. However,
there is no company yet that gave Hydroponics any attention.
With my Nederlandic nationality already hinting at farming and
agriculture, I decided that this might be something I could expand upon
to give Hydroponics some representation among megacorporations.

The East-Orion Company takes inspiration from various real-life sources.
The most obvious arethese:
New-Nederic, referencing New-Holland, a tractor manufacturer,
representing the Hydroponics side of the East-Orion Company
Farmer's Civil Union, referencing the BoerenBurgerBond, a political
party representing farmers across the Netherlands, who I used as
inspiration for the Security-side of the East-Orion Company.

The Hydroponics uniform uses colours taken from New-Holland tractors,
while the FCU security jumpsuits mimic the design of the police uniform
used in the Netherlands.

In addition, the East-Orion Company Botanists can select a new plant
clipper in their loadout. This functions the same as normal plant
clippers, except that they deal less damage to plants when taking a
sample from them.

---


<details><summary><h1>Media</h1></summary>
<p>


![botany](https://github.com/user-attachments/assets/938c8cab-2043-4823-b7b0-1c21945856d1)

![clippers](https://github.com/user-attachments/assets/68b39cd7-a921-46bc-b144-96f6b54be051)

![clippers2](https://github.com/user-attachments/assets/0ac6bbc4-5da6-49de-a510-b7e833c9adef)

![employer](https://github.com/user-attachments/assets/b79988bc-c385-4bff-85f5-cd80e5381b9a)

![sec](https://github.com/user-attachments/assets/0f81bc49-fffb-4a45-8669-39a6b3ad975f)


</p>
</details>

---

# Changelog

:cl:
- add: Added the East-Orion Company as a selectable Employer, focusing
on Hydroponics. They have alternate Hydroponics uniforms, alternate
Security uniforms, and a high-quality plant clipper that is more gentle
on plants when taking a sample.

---------

Signed-off-by: Timfa <[email protected]>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
…e-Station#2360)

# Description

Current implementation of `PowerCellSystem.Update()`:
```csharp
    public override void Update(float frameTime)
    {
        base.Update(frameTime);
        var query = EntityQueryEnumerator<PowerCellDrawComponent, PowerCellSlotComponent>();

        while (query.MoveNext(out var uid, out var comp, out var slot))
        {
            if (!comp.Enabled)
                continue;

            if (Timing.CurTime < comp.NextUpdateTime)
                continue;

            comp.NextUpdateTime += comp.Delay;

            if (!TryGetBatteryFromSlot(uid, out var batteryEnt, out var battery, slot))
                continue;

            // TCJ: "Multiplying by frameTime to make this tick-invariant. Otherwise it'll draw 30x to 60x faster than you expect."
            if (_battery.TryUseCharge(batteryEnt.Value, comp.DrawRate * frameTime, battery))
                continue;

            var ev = new PowerCellSlotEmptyEvent();
            RaiseLocalEvent(uid, ref ev);
        }
    }
```

Multiplying `comp.DrawRate` and `frameTime` is only valid if we're
running this code each tick. Right now all power costs are divided by 30
or 60, which, ironically enough, makes power consumption 30 to 60 times
slower than intended.
This does not affect PowerCellDrawComponents with `Delay` set to zero,
since they do get updated every tick.

This will negatively affect equipment that uses this component for
consuming power while on.
Except flashlights, because `HandheldLightSystem` handles flashlight
power draw by itself.

---

<details><summary><h1>Media</h1></summary>
<p>

<details><summary>without fix</summary>


![X3OakRalFc](https://github.com/user-attachments/assets/66ddf553-d336-40e2-bf8a-5859fb1f2731)

</details>

<details><summary>with fix</summary>


![MMHI2SS8bg](https://github.com/user-attachments/assets/63719307-c390-40f8-b58a-028875b620fd)

</details>


</p>
</details>

---

# Changelog

<!--
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:cl:
- fix: Fixed some items used less power while turned on than they
should.
…n#2415)

# Description
Howdy y’all, sorry it took a while, but here’s the glacier you’ve been
asking for, back to the mountain’s top with a new Evac shuttle.

Arrival shuttle docks correctly.

I replaced the security checkpoint at arrivals for blocking players.
change to an ice cream shop.

Botany, kitchen, cargo, engineering, science, and medical materials have
been increased.

The courtroom has a holding cell to hold defendants awaiting trial or
for other temporary reasons.

The Medical Department now has a crew monitor and wheelchairs. I have
expanded the chemistry lab. Install the proper Cloner pod. I added an
extra stasis bed in the examination/care room.
Paramedic have their hard suits in their lockers

issue with the airlock for Logistics cargo technicians, can now open the
doors correctly. Previously, it was a Salvage airlock for no reason.

The librarian has a book press with the materials needed. 

All senior jobs have been added. I removed the boxing ring and replaced
it with the musician’s room.

A small change to the AI room with the proper turrets, upload console,
and robotics console.


---


<details><summary><h1>Media</h1></summary>
<p>


![Glacier-0](https://github.com/user-attachments/assets/ab8636f5-3aa5-48fe-9999-03777276d2af)
![Screenshot 2025-04-19
042311](https://github.com/user-attachments/assets/37d1affd-3b1a-4b52-8045-0fed4c5c466c)
![Screenshot 2025-04-19
021012](https://github.com/user-attachments/assets/09cbd8d5-b5cd-4710-b926-c1648e8cbd79)
![Screenshot 2025-04-19
015303](https://github.com/user-attachments/assets/a89c5699-3acf-4d7c-9151-72a500fedf6a)





</p>
</details>

---

# Changelog


:cl: Mike32oz
- add: Glacier, New Evac shuttle.
- tweak: Glacier's back to the Mountaintop, coupled with several fixes
and tweaks!
# Description

Last Buff PR too strong, this one just adds the increased blood regen
(you need to be not hungry or thirsty for it to work tho)

# Media


https://cdn.discordapp.com/attachments/1359671706054168749/1370781495664316466/2025-05-10_17-16-06.mp4?ex=6820bf40&is=681f6dc0&hm=80219a25520bcef41b73a63cf2efb5bffd97334d39c493e14dd9a17b9e457514&

# Changelog

:cl:
- add: added blood regen to Platelets

---------

Signed-off-by: Raikyr0 <[email protected]>
# Description

Just tweaks mindswap so that it doesn't produce error messages.

No CL this isn't player facing
Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description

_config.GetCVar() is generally to be deprecated and replaced with the
significantly better performant Subs.CVar(), since it doesn't need to
fetch the CVar each time its used and instead keeps it cached. This is
particularly important for systems that operate on every frame.
Technically Supermatter wasn't on my list of systems to optimize, but
it's a good look since it's a system we're uniquely responsible for.

No actual functionality for the Supermatter has been changed, this is
just a code cleanup and performance pass.

# Changelog

No CL since this isn't player facing.
# Description

Adds two new IPC-exclusive negative traits. For 3 points, Faulty
Waterproofing makes you take shock damage when splashed with or slipping
in water, similarly to slimes. For 4 points, Fragile Circuits makes you
shut down whenever you take shock damage. (yes, you can make it so that
you instantly die for slipping in a puddle)

---

<details><summary><h1>Media</h1></summary>
<p>

![Traits
menu](https://github.com/user-attachments/assets/56b5b973-95f0-41b8-9e42-f04b1153e175)
![Fragile Circuits
description](https://github.com/user-attachments/assets/4a475c82-9685-41ea-98f6-c74522fae298)
![Faulty Waterproofing
description](https://github.com/user-attachments/assets/a9d5dde0-9e6b-40bc-9b56-020f44fc3879)
![High-stakes wire punching with Fragile
Circuits](https://github.com/user-attachments/assets/6fe971cf-85f3-4e93-8046-673a5751644a)
![Faulty Waterproofing damage
example](https://github.com/user-attachments/assets/ce1b32b9-1cd4-40ba-9237-b4290b551b73)

</p>
</details>

---

# Changelog

:cl:
- add: Added Faulty Waterproofing trait
- add: Added Fragile Circuits trait

---------

Signed-off-by: GNUtopia <[email protected]>
# Description

Updates all of the Biesel Republic Beret sprites to be on par with the
other berets found in the game. The current sprites have issues with
larger hair styles and lead to visual issues where hair will be coming
out the top of the beret. This fixes that while retaining similar
shading and the same color palette.


Before and after of the berets:

![image](https://github.com/user-attachments/assets/3afb3239-f6bb-4aa2-a588-43191d97b7a8)


Full uniform for texture contrast:

![image](https://github.com/user-attachments/assets/752c1516-f7d6-4bf1-b6a8-b80cbd1119b0)


# Changelog

- fix: TCAF Dress Beret On Mob Sprite
- fix: TCAF Field Beret On Mob Sprite
- fix: TCFL Dress Beret On Mob Sprite
- fix: TCFL Field Beret On Mob Sprite
- fix: TCFL Field Sentinel On Mob Sprite
# Description

Slightly tweaks the TCAF webbing to have two extra pouches on the rear.
Before it had a single general pouch which left it looking weirdly
unsymmetrical and empty when looked at from behind. Essentially just put
the butt pouches of an [alice
rig](https://en.wikipedia.org/wiki/All-purpose_lightweight_individual_carrying_equipment)
on it to make it look more realistic in setup.


![image](https://github.com/user-attachments/assets/4295e2a8-66a8-4d22-8273-6174e354e275)


# Changelog

:cl:
- tweak: Edited TCAF webbing sprite.
# Description

Added 'flip' to all eyepatches that did not have it (everyone except the
basic white one), also _slightly_ refactored ymls there. Ported one more
sec eyepatch from skyrat, it works same as sec sunglasses, gave it to
HOS and senior officer loadouts

---

# TODO

- [x] Test flips for each eyepatch
- [x] Test loadouts
- [x] Test that sprites don't look like ass and fit on head
- [x] Test flash protection for new eyepatch 

---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/aaeb91bb-e56c-4b4b-8201-543622c8c11e)
</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl:
- add: ported tinted security eyepatch
- add: added tinted eyepatch to senior office and head of security
loadouts
- tweak: added flip action and sprites to eyepatches that missed them
# Description

This PR significantly reworks some parts of the mood system, namely by
completely restoring and reworking the saturation scale shader so that
its not completely terrible. Additionally, I've added numerous new
instances and locations where Moodlets can be found in the game,
particularly when it comes to food and drugs, as well as a new Mood
interaction with the Deep Fryer. Chef gameplay is significantly expanded
via the introduction of flavor related moodlets, as well as the almighty
deep fryer giving a unique, moderately strong, and long lasting moodlet
to anyone who eats whatever you deep fry.

Go ahead, give someone a deep fried stick of salted butter coated in
chocolate. You'll make their day.

The big differences with the Saturation Scale are that its now variable,
with smooth transitions, with the scale scaling with your character's
mood. The more depressed you are, the more desaturated the world
becomes. Whereas if you have entirely too many positive mood bonuses,
the world becomes incredibly vibrant.

<details><summary><h1>Media</h1></summary>
<p>

Shoukou's Bar as seen by someone with the Sanguine trait(and no other
moodlets)

![image](https://github.com/user-attachments/assets/bf8e7b25-5243-41ee-a6ad-3170444faae6)

Max mood

![image](https://github.com/user-attachments/assets/fc03ee20-37a5-4163-ac35-8f2735f8b531)

Saturnine trait:

![image](https://github.com/user-attachments/assets/fc21fc20-81e5-4364-807f-fcef40837ade)

Minimum mood(dead)

![image](https://github.com/user-attachments/assets/b38e8ce8-0ea2-436d-b298-b1a715b0a6c2)

Smooth transitions for shader tone.


https://github.com/user-attachments/assets/3ab55da1-eca6-4cc5-9489-f4ad13ed0f27

</p>
</details>

# Changelog


:cl:
- add: Re-enabled the "Mood shader" after significantly reworking it.
Mood visual effects now scale with your character's mood, instead of
only ever being near-greyscale. Being high life now makes the world more
colorful and saturated.
- add: A huge variety of medicines, drugs, and even food items(based on
flavor!) now have mood effects. Reaching for the packet of salt now
actually makes food provide a better mood buff.
- add: Being Tear-gassed causes a massive mood penalty.
- add: Deep frying food provides a strong mood bonus.
- add: Added new Manic, Mercurial, and Dead Emotions traits.

Signed-off-by: VMSolidus <[email protected]>
# Description

This PR fixes a bug whereby the Holopads weren't respecting languages,
and actually basically every machine in the entire game wasn't. There's
an in-general broader issue that I would reaaaaaally like if UI elements
in general could be differentiated by language, but that's a lot harder
to do than this fix. This was shockingly easy to fix actually.

# Changelog

:cl:
- fix: Holopads now correctly respect the speaker's language, and
transmit said language to the receiver. They are no longer Universal
translators. Have fun yelling at people over the holopad in whatever
obscure language your character knows.
- fix: Nearly every machine that can speak, now correctly respects that
languages exist. For example, mice can now no longer understand what
vending machines are saying.
# Description

This fixes an issue whereby turrets were not capable of hitting players
who lay down on the floor. Now turrets have a 50% chance to hit them
anways, meaning that laying down offers some, but not perfect protection
from turrets.

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/599583be-d298-452c-8b1b-f32d8d545131

</p>
</details>

# Changelog

:cl:
- fix: Turrets and NPCs can now hit players who are laying down on the
floor. They (by default) have a 50% chance to miss players who are
laying down, meaning it still offers some protection, but not perfect
protection from turrets.
# Description

Port cartridge autoinjector from
[Goob-Station](https://github.com/Goob-Station/Goob-Station).
Prs:
Goob-Station/Goob-Station#953
Goob-Station/Goob-Station#1021
Goob-Station/Goob-Station#1085
Goob-Station/Goob-Station#1798
Goob-Station/Goob-Station#2298

---

<details><summary><h1>Media</h1></summary>
<p>

![Captura de tela 2025-04-16
224533](https://github.com/user-attachments/assets/3fa566a7-75fe-4b6d-abd3-66a43a4a8f4c)

</p>
</details>

---

# Changelog

:cl: Aviu00, a-person5660, SolsticeOfTheWinter, pheenty, Will-Oliver-Br
- add: Added a medical and security cartridge autoinjector.

---------

Co-authored-by: Aviu00 <[email protected]>
Co-authored-by: a_person <[email protected]>
Co-authored-by: Solstice <[email protected]>
Co-authored-by: Ted Lukin <[email protected]>
# Description

This PR adds shader support to markings, which can define specific
layers that have a shader, and which shader is desired. I wanted to have
glowing eyes like my character in Aurora does, but was frustrated that I
couldn't. So here's that tiny feature now.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/f8241813-3f3d-4c5a-84f1-3ea8e291e258)

</p>
</details>

# Changelog

:cl:
- add: Markings can now use shaders. Including things like glowing light
effects. You can now also have glowing cybernetic eyes. IPC head screens
now glow.
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