* Syndicate thief, spy, medic
* Fixes description for nukies
* update description for uplink
* Implement the radial menu
* forgot these were necessary to push lol
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit aded74a88afd5f6ef0b0aef3eb9e60b630179e12)
* Уэээээээ
* Почти настрадались
* Скоро конец....
* СКОРО
* Мышки плакали, кололись, но продолжали упорно жрать кактус
* Все ближе!
* Это такой конец?
* Книжка говна
* фиксики
* ОНО ЖИВОЕ
* Телепорт
* разное
* Added byond
* ивенты теперь работают
* Разфикс телепорта
* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?
* Разное
* Еще многа всего
* Многа разнава
* Скоро конец....
* ЭТО КОНЕЦ
* Фикс линтера (ну, или я на это надеюсь)
* Еще один фикс линтера
* Победа!
* фиксики
* пу пу пу
* Фикс подмастерья
* Мисклик
* Высокочастотный меч
* Неймспейсы
* Пул способностей мага
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# Description
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Ports the lone abductor and possibly(?) the duo abductors.
---
# TODO
<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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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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</p>
</details>
---
# Credits
Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the
original version!
Darkrell, Rinary, and Landosaur made the funny little guys.

# Changelog
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🆑 Darkrell, Rinary, Landosaur
- add: The Abductors are here to replace your organs. Gleep Glorp!
---------
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: SX_7 <sn1.test.preria.2002@gmail.com>
Co-authored-by: Theodore Lukin <66275205+pheenty@users.noreply.github.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
Co-authored-by: Ilya246 <57039557+ilya246@users.noreply.github.com>
(cherry picked from commit ea9f1526868289d20832989cb02f79c76c240918)
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# Description
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Ports over a large amount of Goob Chems, which will be required for
future PRs such as medical patches and their unique autoinjectors.
---
# Changelog
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🆑
- add: Ported almost all of Goob LRPs chems, have fun playing with them
chemistry mains
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: Aiden <aiden@djkraz.com>
Co-authored-by: Steve <marlumpy@gmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit 1dac78692e686198d560c084ed1c16cb795f9287)
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# Description
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Originally started because I wanted to add some stuff to salvage, but
ended up with me porting over whitelisted borg hands, the PKA module,
and some other stuff.
---
# Changelog
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🆑
- add: Engi borgs can now carry electronics, and medical borgs can carry
organs
- add: Salvage borgs now get a PKA module
- tweak: All mining drills have had their damage turned to piercing and
have received a moderate damage buff
- tweak: Exosuit drills now swing at the same speed as normal drills
(why were they worse???)
- tweak: The RPD and RCD modules for borg have been merged into one
- tweak: Salvage can now purchase drills from their vendor
- tweak: Salvage borgs mining module no longer contains a shovel
---------
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: RatherUncreative <RatherUncreativeName@proton.me>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit ed8850e551bd9c0d533d69cad262a8743442a62a)
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# Description
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Ports over a few items from Goob LRP, those being the dualettas, the
anaconda, and the pocket dimension plant pot
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<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/72f66056-7eb1-4c93-92f5-d35ad4fcaf01
</p>
</details>
---
# Changelog
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🆑
- add: Added the dualettas, two stylish pistols that can be dual wielded
- add: Added the anaconda, a robust syndicate handcannon that
automatically generates ammo
- add: Added the Pocket Dimension Plant, a normal looking potted plant
that actually has a pocket dimension linked to it
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
(cherry picked from commit 0c4803719b27dab144373600b62bb1048affe53e)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit 2c28b55a90f735955210b24ae4b3cdf295f0b5e4)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit aa50652bcc43da05670fa7ae809ef27dd00941bd)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit 0fd6f52c5a579a598b7f62b5bae53d4f0243c420)
* bingle
* text change
* flash stuff
* make self heal noticable
* remove catwalk blacklist
* added ion damage
* bingle floor
* added tile spawn, but its not working correctly
* bingle pit gets more healt. for got i set it low for testing. chenges to take structual damge. added passinv healing
* bingles have less hp
* bingles have 5% less damage resistance
* added updater to sprite
* the bingle pit will now embrace its dead bingles for new life and you now need to keep humans alive for more points
* change to bingle point. bunus point if alive or crit
* sprite fix combat mode
* fix ghostrole not stacking
* for players aswell
* changed the whole upbrade to a polymorf action
* sprite for amrored dead
* bingle plushie
* bingle tile spread
* cleanup
* normal bingle no2 have 10% armor ,upgraded 20%
* more cleanup
* coderabbit recomendations
* yml linter error
* added antirotting to pit
* stuff
* removed unused code
---------
Co-authored-by: Fishbait <Fishbait@git.ml>
Co-authored-by: Aidenkrz <aiden@djkraz.com>
(cherry picked from commit bc3f9319c11bcbe7fd266fee87044ad96f74d640)
* change prices & fix shriek
* roundstart radio
* Remove absorb requirement
* Убрана дезинформация. Добавлено название канала при получении роли
* Исправления
# Description
Ports Security buffs from
[/Goob-Station#953](https://github.com/Goob-Station/Goob-Station/pull/953)
## Once Again, I am John Combat
I don't have the energy today for the witty PR jokes. Apologies, people.
# TODO
* [x] Oil floats on water
* [x] Cover yourself in oil
* [x] Wait for it to rain
* [x] :trollface:
# Media
# Changelog
🆑 Eagle
* add: Flashbangs now stun and knockdown people. Wear over-ear headset
or combat hardsuit helmet to reduce flashbang effective range.
* add: All sec and command members received over-ear headsets.
* add: Wearing security, ert, syndie or deathsquad gas mask blocks smoke
inhalation even if internals are off.
* tweak: Epinephrine now speeds up by 10%.
* add: Jackboots, combat and mercenary boots now reduce all stun and
knockdown times by 20%.
* add: Combat hardsuit helmets now protect from flashes.
* tweak: Tear gas is now stronger.
* tweak: Stamcrit stun time is once again 6 seconds.
* tweak: Security hardsuits now have heat resistance.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 9bae47bc6d3e44fba8b86e18c78e6b0f3fe00ed6)
# Description
Title, it replaces the eshield in the BSO's loadout.
I had to tweak the values to be a little less... extreme.
Also made EMP immune untill somebody ports the eshield changes fully, as
right now, the eshield is emp immune, so why would the greatshield be
disabled by it.
Also, added a way to smart-equip the shield from your belt, if you've
already taken out the mace (which can also be put in the belt slot by
itself just like a stun baton.)
---
<details><summary><h1>Media</h1></summary>
<p>
[Video of the stamina damage of the mace, and the shield health &
recharge.](https://github.com/user-attachments/assets/8b98dda2-e7ab-4b4d-be41-6f0c247b3e10)
</p>
</details>
---
# Changelog
🆑 BramvanZijp
- add: Added the BSO's Greatshield and Atrocity (Mace) as a primary
weapon option.
- remove: The Energy Shield has been removed from the BSO's loadout.
---------
Signed-off-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit d1cc81ca03a35ecd5cf38d280b20b54c1bc63536)
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# Description
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Finally gets around to porting over Changelings from Goobstation, as
well as a *certain evil PR* from FunkyStation (with the fixes it comes
with).
---
# TODO
<!--
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You probably won't have to complete everything before merging but it's
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- [x] Wait for #1856 to be merged
- [x] Wait for #1860 to be merged
- [x] Fix broken code to make it actually compile (right now is just
porting prototypes, code, and locale)
- [X] Port That Funky PR I Mentioned Earlier
- [] Throw bricks at the codebase until it stops failing tests
- [X] Maybe do some local testing
---
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</p>
</details>
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# Changelog
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🆑
- add: Changelings have been ported!
---------
Signed-off-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ee4f7aa7097f260d07af3ab0583a2a5c14a38c74)
* Grabbing Fixes / Table Slam (#1889)
# Description
Ports several fixes + Tabling from
[/Goob-Station#1922](https://github.com/Goob-Station/Goob-Station/pull/1922)
Tabling is pretty much 1:1 with how it is from SS13
## This shit is so code
Required before I can port [Martial
Arts](https://github.com/Goob-Station/Goob-Station/pull/1868)
# TODO
* [ ] Await merge
* [ ] Gaming
# Media

# Changelog
🆑 Eagle
* add: Table slamming. Harm a table when you have someone harm choked,
see what happens.
* tweak: Grab throw damage to other entities is now based on the thrown
entities kinetic energy. No more mouse wrecking balls.
* tweak: You can now escape from a soft grab by just walking away.
* tweak: You can no longer grab someone else while your being grabbed.
* tweak: Mass now effects grab release attempts.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a table slam mechanic that brings dynamic combat
interactions. Characters and objects can now be “tabled” with associated
damage, stamina effects, and paralysis chance.
- Added new interactive states for pullable entities, enriching
environmental and combat engagements.
- **Gameplay Improvements**
- Refined pulling and throwing mechanics to enhance collision handling
and damage calculations, resulting in more impactful throw actions and
balanced kinetic responses.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 71147f8295c5c817b56d52c5d2a38acced2f14b9)
* Automatic Changelog Update (#1889)
(cherry picked from commit 434ce42a8a0739ff0873c4c02bfe83ed39c857e9)
* Fix UI Crap (#1888)
I have no idea if this fixes the issues, and I have not checked if it
does. But this is the only thing we're missing that wasn't related to
other unrelated stuff.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Bug Fixes**
- Improved the initialization process for several in-game user
interfaces, ensuring that all essential functionalities load
consistently when accessed.
- **New Features**
- Enhanced the voice mask configuration panel to automatically present
available speech verb options, streamlining the setup process for users.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit e2fbebba312a01d9fb92eaac64190df503607f6b)
* Shuttle Spawner Airlocks (#1890)
# Description
This PR adds a variety of "Shuttle Spawning Airlocks" for certain ships
in this game that mappers might wish to use. The most important of which
are airlocks that cause a Cargo Shuttle and a Pathfinder to spawn
already docked to the station. The fact that nobody did this before was
fucking astounding to me.
# Changelog
🆑
- add: Added a variety of "Shuttle Spawning Airlocks" for mappers to
use, which can make it so that shuttles like the Cargo Shuttle,
Pathfinder, etc. Spawn already docked to the station.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a refined docking and spawning system for shuttle
operations, incorporating multiple shuttle types including cargo, dart,
infiltrator, pathfinder, and SANDropship.
- Added dedicated deployment entities to manage shuttle instantiation
effectively.
- Rolled out a new tagging framework to enhance the categorization and
identification of dockable vehicles.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 2f9239f6b0918fbdca1f0c48a06c3b3b76a11ab8)
* Automatic Changelog Update (#1890)
(cherry picked from commit 39eb098ebe3fcf7f283f46fadfc76545c20e667c)
* Update Credits (#1854)
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit ad2ebc04093388d29db758fd7e632744e4d728d8)
* Remove Outdated Description From Flash, Add One to the New Disabler A… (#1887)
<!--
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# Description
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Accidentally left an old ExtendDescription on a flash which is no longer
accurate, and added extra descriptions to the rev manifesto and civilian
disabler while I was at it.
---
# Changelog
<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- add: Added extra descriptions to the revolutionary manifesto and the
civilian disabler
- fix: Fixed extenddescription on flash
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced extended, context-sensitive in-game descriptions for the
revolutionary manifesto, offering nuanced details about its use across
various roles.
- Added enhanced descriptive information for the civilian disabler
weapon, clarifying its legal ownership and accessory considerations.
- **Chores**
- Streamlined the flash item display by removing redundant extended
descriptions to improve clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit 3e3bee060cb7eee98ae3fde7c4f7b819f16bf840)
* Automatic Changelog Update (#1887)
(cherry picked from commit 4af6dc83bd2ebded1421dadea70b6a9586776fda)
* NewMats Lathe Recipe Changes (#1873)
# Description
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Removes wait times from Copper, Lead, and Aluminum and reduces the wait
time for Tungsten to 0.13 (4 seconds over 30 ingots, too rare for it to
have no completiontime but too much completiontime for just one ingot).
It seems pretty ridiculous to make the former 3 recipes have a wait time
of TWO SECONDS PER INDIVIDUAL INGOT (which presents a lot of problems in
practice for salvagers) in comparison to the standard ore recipes which
have 0 wait times at all.
if the wait times are intentional then I would like you to consider
reducing them to something similar to what I did with the Tungsten- with
X seconds over 30 (or any other standard amount) ingots
---
# Changelog
🆑
- tweak: the Ore Processors now process Lead, Copper, and Aluminum
instantly, and is much faster at processing Tungsten
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Chores**
- Adjusted lathe production times for several recipes, resulting in more
accurate processing durations.
- The tungsten-based recipe now completes significantly faster (0.13
seconds versus 4 seconds).
- Three metal-based recipes have been updated to finish in shorter
durations (0.01 to 0.016 seconds).
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit d295e2535f9aa21497460279d0bfe108920c445b)
* Automatic Changelog Update (#1873)
(cherry picked from commit 8deed0c3c9d16ff0cdb956fc0ee457a5bf14f5ed)
* Revert "[Add] High-Risk Loadout Item For Warden: Power Gloves (#252)"
This reverts commit 1f936feaa8.
* Grab Intent Part 2: Martial Arts (#1891)
# Description
Finally, after 9 years in development, CQC is here.
Traitors can buy a CQC manual in the uplink, giving them access to
unarmed combos, and instant hardgrabs.
Traitors can also buy a Sleeping Carp Scroll, giving them 3 different
unarmed combos, and the ability to deflect all incoming projectiles, at
the cost of no longer being able to use ranged weapons.
The Chef can use Close-Quarters-Cooking while in the kitchen. Tiders
beware.
Security officers also have access to a Corporate Judo Belt as an
alternative to the stun baton.
The Warden starts with Krav Maga gloves in his locker, with 3 different
attacks.
## This code is, not shit perhaps?
Ports martial arts from
[/Goob-Station#1868](https://github.com/Goob-Station/Goob-Station/pull/1868)
All seems pretty well written, shouldn't be hard to add new ones in the
future.
There also exists a version of the CQC manual for the BSO. Might add to
the BSO locker if requested.
# TODO
* [x] Await reviews
* [x] Pain
# Media
Judo
https://github.com/user-attachments/assets/b0aa4d24-f5cd-478e-8358-a095d46a4572
CQC
https://youtu.be/c0EJfbwqil8
Sleeping Carp
https://github.com/user-attachments/assets/a16ec334-9f9a-4820-b4f1-32a0cc598c67https://github.com/user-attachments/assets/3e2bfc95-7c92-46f6-9b7c-b1e6596540c7
# Changelog
🆑 Eagle
* add: Added Corporate Judo, CQC, Sleeping Carp, and Krav Maga martial
arts with unique abilities.
* add: The Chef has been given Close Quarters Cooking in the Kitchen and
Bar. Tiders beware.
---------
Signed-off-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
(cherry picked from commit 68872f85c8b2227e871667caed2289042edd0d7b)
* Automatic Changelog Update (#1891)
(cherry picked from commit 9e3ad56873aedb7a7d0fff6037f9aaf0026897c0)
* Bug Fix: Fix Roboticist Airlock Sprite Error (#1899)
<!--
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# Description
Description.
A fix for [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1872)
Fixed bug of the painted roboticist airlock displaying the windowed
counterpart instead of the standard one.
# TODO
<!--
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You probably won't have to complete everything before merging but it's
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- [ ] Task
- [x] Completed Task
---
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<details><summary><h1>Media</h1></summary>
https://github.com/user-attachments/assets/fbe4c85f-c876-4e29-9c8d-cf95314e737f
</details>
---
# Changelog
<!--
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🆑
- fix: Fixed bug of the painted roboticist airlock displaying the
windowed counterpart instead of the standard one.
(cherry picked from commit a3b823b0059a67767f0adf27ec65151d2f73a1fd)
* Automatic Changelog Update (#1899)
(cherry picked from commit ca839d18fbcdb85d4d1e60f2acad68fda02e1634)
* Fixes SM Being Started on Round Start (#1901)
# Description
To stop the SM from getting activated without something being thrown
into the SM or by having emitters hit the SM.
---
# TODO
- [x] Fix the SM by starting on its own.
---
# Changelog
🆑
- fix: SM no longer starts on round start.
- fix: SM will no longer delam from spacing unless it's activated.
---------
Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>
(cherry picked from commit 234ac6119f999ff2bfaabee6b93b5fa75c61c0fa)
* Automatic Changelog Update (#1901)
(cherry picked from commit 3a0c67ba9c6aa8341e9bfd529bb58818164e20c8)
* Tc rebalance
---------
Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: RadsammyT <32146976+RadsammyT@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+AlgumCorrupto@users.noreply.github.com>
Co-authored-by: Solaris <60526456+SolarisBirb@users.noreply.github.com>