* Change the window titlebar to show the joined server
Requires https://github.com/space-wizards/RobustToolbox/pull/5475/
* Totally not a webedit
* Can you tell what cvar I copied?
* And this kids is why we don't webedit
* Reviews
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit a739b21b04ded8e3d646c4afe378ac66b4440b38)
* Add ability for admins to change certain cvars via command.
* Cleanup
* More cleanup.
* Even more cleanup.
* WAITER! WAITER! ONE MORE COMMIT PLEASE!
* Remove requirement for Admin AdminFlag
Not needed as the command checks for the perms.
* Add search function to CVars and help text
* Move to controller instead.
* Add another cvar for testing
* Remove unused comment
* Move to Post Server Initialize
LoC does not work at the earlier stages of server initalization
* Remove unneeded comment
We clear out list so its no longer needed
(cherry picked from commit 29029d2586a0937a2c04ed0421189110a97a3c6a)
Good for:
- Keeping admins hidden
- Not confuse players seeing 84/80 players
Nicely pairs up with the ``admin.admins_count_for_max_players`` ccvar
(cherry picked from commit 40fc4992e5e2fb6805d53ba0a665f05aa040949b)
* Adds new accessibility slider for speech bubble text opacity.
Adds new accessibility slider for speech bubble background opacity.
Adds new Cvars to track speech bubble text and background opacity settings.
* Adds a separate option slider for the opacity of the speaker's name on speech bubbles.
* Changes text and speaker default opacity to 100%, as it was before.
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
(cherry picked from commit 263f915671a6df3ffe9b67bacf75d1d9f5e1c7f4)
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
(cherry picked from commit 8ea888d8213df7d411dcf60f892986c895671695)
* Makes admins not count towards the playercount cap
* Update Content.Shared/CCVar/CCVars.Admin.cs (thx Aeshus
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Actually fixes whitespace on the comments
Thanks VScode very good IDE
---------
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
(cherry picked from commit d8afcdcdf01c7b9c4bfc57b53bbc9aeb5f5b8a9d)
* Add option to disable bwoink sound.
* Now it's working only with active admin status.
* No bwoink, only "notification sound"
* Moar changes
* Another one
(cherry picked from commit 4809ee25ff5e8e51d4dccf113e2b81488a9c0d7c)
* Basic attempt at rewriting how the options menu works, move accessibility settings into their own tab.
* Audio tab uses the new options system.
* Rewrite Misc tab
* Clean up heading styling
* Rewrite options tab and other minor cleanup all over the place.
* Documentation comments and minor cleanup.
(cherry picked from commit 07fe1a6b5a0724a266e99781f697f423fe2badd5)
* Make All Jetpacks Go on Suit Storage + Combat First Aid Kit Easier to Find (#2501)
make all jetpacks go on suit storage aswell
Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
(cherry picked from commit f3e58032028de79a9ede1171ec27b7b0dec6f087)
make combat FAK easier to find
Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
(cherry picked from commit d989dd1edb40837037e6eded435b66c0764bf1b3)
* Automatic Changelog Update (#2501)
(cherry picked from commit 3179e7d346aadf0735a1262d99db5c84373b4a14)
* Automatic Changelog Update (#2492)
(cherry picked from commit e113f7e9eb8d5b39b3457b9aee93e2a97505e2af)
* PDA Passport Slots (#2499)
# Description
By request from Ghost581 on behalf of Hullrot. I'll let the image speak
for itself. Your passport won't automatically spawn in the PDA, but to
be honest it's a space station 13 tradition that the ID shouldn't spawn
there either, so I don't wanna hear any complaints about it lol.

# Changelog
🆑
- add: Added a PDA slot for storing your character's passport.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 016768d5e66b012d17c830c12b75e1cc18f6215a)
* Automatic Changelog Update (#2499)
(cherry picked from commit 9d5ddc78a360a4418f97c472fe55228338947683)
* Fix Traits Anticheat (#2502)
# Description
Traits Anticheat was not accounting for traits having variable slot
occupancy, and was treating the "0 slot traits" as if they always had a
slot cost of 1. This PR corrects this by making it count the actual slot
costs of traits for the purpose of checking for illegal totals.
# Changelog
🆑
- fix: Fixed a bug with Traits Anticheat incorrectly triggering if the
player had selected enough 0 slot traits.
(cherry picked from commit 13eb1351b81f16fe26dc3fa14c9b05a8da600a31)
* Automatic Changelog Update (#2502)
(cherry picked from commit 3620f0ae93dae51ca425ef51802273270993ccae)
* Update Credits (#2504)
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit d1611704b5e69e66997e62d728e8a07c61a101b4)
* Fix SpaceWindv5 Wall Smoothing (#2506)
Update AtmosphereSystem.MAS.cs
(cherry picked from commit b4c3450331e4f2b8f4f5aabb6761d6ad13ad369f)
* Automatic Changelog Update (#2506)
(cherry picked from commit b3b26a48554cb528f5f4eb43cffafd8dd2dcbdb4)
* Fix Wizden's Division By Zero Error (#2507)
Update GunComponent.cs
(cherry picked from commit f36d91391b5c5a18c2f95da0ff3c2f1ea52b6914)
* Disable Contraband Examine (#2511)
Who fucking added this?
(cherry picked from commit ce2a85ccc1ca1d146f3ed627c4483d8b3db34d90)
* fix: emergency shuttle docked announcement
(cherry picked from commit 559b37d747e14698c2e4fcf4359f45dee0ad8aea)
* fix: non-functioning mining shuttle
(cherry picked from commit 4fc049036a1a8c6839d9bfc8c35f6a8374d79059)
* Disable shadows for observer pointlight (#36897)
no shadows
(cherry picked from commit b3b6d4731078950d3e3a8b1558ec0ab7d6cbbcb1)
(cherry picked from commit 470ded5b22e7a1a8d4296ba210cd05f5c217f138)
* Fix observer pointlights being broken (#37335)
(cherry picked from commit dfc8934782045106b07ccf1de6ee4e66d4aa4cb2)
(cherry picked from commit 11e0ed317b662f80ca7e4a754e183b18cde3506b)
* Automatic Changelog Update (#2512)
(cherry picked from commit 0cc861ac096ad5005f36528b7c02c8e612f5df37)
---------
Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com>
Co-authored-by: Ghost581 <85649313+Ghost581X@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: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
It functions identically to how V1 of orientation worked and it's incredibly annoying.
(cherry picked from commit 11dbf50ed62040c832941f3c46fc159497eca525)
Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
With singulo fixed, PA strength 3 and below (level 2) are now safe.
Update the admin logging to reflect this.
(cherry picked from commit dc0327c3c0c7834823aeaf7e11eef6993e5fdc77)
* Extend shuttle dock time if the shuttle doesn't dock at evac.
If the shuttle can't dock at evac for *some reason*, it will instead try to dock at another port on the station. And if that fails it goes somewhere random on the station.
Because of the chaos and confusion caused by this, many people will frequently not get to the shuttle in time under these circumstances. This sucks for everybody.
To alleviate this, the shuttle launch timer will now be extended if the station doesn't dock at its ideal spot. The default values (controlled via CVar) are 1.667x and 2x respectively for "wrong dock" and "no dock at all" scenarios.
The code around here was a mess, so I fixed that too. "CallEmergencyShuttle" has been renamed to "DockEmergencyShuttle", the overload that did the actual docking has been renamed to DockSingleEmergencyShuttle. Code has been split into separate dock -> announce methods so we can calculate shuttle delay in between the case of multiple stations.
Also made the "shuttle couldn't find a dock" text announce the time until it launches and fix the shuttle timers not triggering for it.
* Minor review
* works, still has testing values, im sure I did stupid shit.
* shitvent crapfactor
* snap extra word out of existence
* shit I died of old
* remove useless inaccurate design comments
* Oopsie, handle requirement params in RandomRuleSystem too
* I'm a slash slinging hasher
* Address reviews, add admin alerts I forgor
* EntityMan saves the day
* address reviews 1
* eh, I actually don't care about the cargo gifts thing.
* started
* Do reviews
* you actually meant 1.2 lmao
* dependency inheritance is a fickle bitch
* I have no idea.
* Threads are for sheets not computers.
* fix traitor rule test
* fix round type tattling
* break things
* It worky
* Toolshed makes we want to drink depresso.
* Finished?
* remove debug values
* timings
* use defaults
* alphabetize
* bobby drop tables
* Float required fr fr
* continue
* more continence
* uno mas
* obsolution
* cleanup and documentations
* Yell at self
* use the right value defaults
* housekeeping
(cherry picked from commit 07ec00ed05394f0d6c8929d8d015854b8dbbc3bb)
* System & loc strings
* pass over syndie contraband
* fixes
* grand theft pass
* contrabandexamine -> contraband
* examine text generation update
* all composition parents necessary
* bring back minor contra so it has a less confusing message
* minor
* weapon pass
* jumpsuit pass
* feet pass
* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH
* head
* AUUUUGH
* ear
* belt
* back
* fix
* bro
* rename for more clarity
* do da review
* add cvar for contraband examine
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)

Max mood

Saturnine trait:

Minimum mood(dead)

Smooth transitions for shader tone.
https://github.com/user-attachments/assets/3ab55da1-eca6-4cc5-9489-f4ad13ed0f27
</p>
</details>
🆑
- 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 <evilexecutive@gmail.com>
# Description
This PR adds several new features for Space Wind to make it far less
annoying to players. Notably, it now includes the first new Space Wind
Visuals, whereby visual effects will periodically appear on top of space
wind sources. They also visually move in the same direction that the
wind is currently throwing at that source.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/858a3433-607a-4513-9acf-b60b4eb6e745
</p>
</details>
# Changelog
🆑
- add: Added visual effects to Space Wind, allowing players to see motes
of dust being blown about by wind, which provides an early warning that
space winds are in effect.
- tweak: tweaked the default "aggression" values of space wind to make
it half as angry and sensitive.
- add: Added a new equation modeling character height and mass as a
means of resisting being knocked down by space wind. The taller and
heavier you are, the more resistant you are to being knocked down by air
currents. This also means that air currents no longer automatically
knock you down.
- add: Harpies and Moths can now use their wings to fly around in air
currents.
- tweak: Tweaked the mass of various items and objects so that they are
more or less resistant to space wind. Particularly tools, armor,
lockers, and air canisters.
- tweak: As a significant performance optimization, Space Wind no longer
applies on Lavaland.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
(cherry picked from commit 97ef05f574b7f2e7d58df999e9b1c15d0353e725)
# Description
This isn't fixing all of them by the way, I still need to completely
rewrite the equations for the glimmer generating structures so the math
there isn't completely terrible. This fixes a few bugs related to the
glimmer system, such as linear decay not being consistent regardless of
server ping, and also glimmer generating structures also not being
consistent based on server ping. Both are now correctly differentiated
with respect to time.
Problem though is that the glimmer generator math is still extremely
awful, so that's going to need a rewrite.
After deeply analyzing the glimmer equations, I figured out that they
were being screwed over by floating point precision limits, so to
address this I made Glimmer work on doubles instead.
I also fixed a bug where generating enough Potentia to gain two or more
powers in a single draw caused the user to permanently lose their
ability to generate new powers. It's not abundantly clear why this was
happening, because nothing changed this code at all since I last touched
it.
# Changelog
🆑
- fix: Fixed various bugs with psionics.
- fix: Fixed a bug where if you generated enough Potentia during a drug
induced psionics roll to gain two powers, you would only gain one power
instead, while permanently losing the ability to gain new powers.
- fix: Fixed glimmer being permanently stuck between 500 and 600 by
revisiting the math and discovering an algebra error I made a year ago.
- tweak: Glimmer now operates on double precision. Have fun with that
breaking change if you made any psionic code downstream. Hint, you can
cast doubles into a (float) if you don't wish to convert your system to
double.
(cherry picked from commit 43e333ec41ca1706f3c204ef994351d69fd5c28c)
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# Description
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Adds a new trait 'Restricted Gear' that unlocks job requirements for a
curated list of items (most equipment), allowing you to take items from
other jobs at a loadout and trait cost.
The main idea is to allow freedom of choosing items 'initial player
power' at a cost of trait points 'final player power', as well as
effectively automating greytiding. Item selection is moderated through
loadout cost, all the numbers are up for discretion, costs can be
balanced by interpolating the cost of the trait and the cost of
contraband items.
This trait is definitely not suitable for all servers, ~~but it has a
place in lowpop RP downstreams like Grimbly Station which I play on.~~
RIP Grimbly Station
---
# TODO
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You probably won't have to complete everything before merging but it's
good to leave future references
-->
This PR only really features yml changes, so it could be considered in a
complete state. However there is also room for design / balance
discussion.
- Should command staff be able to use Restricted Gear? (currently yes)
- Should prisoners be able to use Restricted Gear? (currently no, but
funny)
- - it would also be possible to add item restrictions on restricted
gear so prisoners cant smuggle guns
- Should Restricted Gear grant access to certain items on your current
job? (Heirloom armory weapons for security, lethal .50 for bartender
etc)
- Tweaking of numbers, interpolation between trait cost and loadout
cost.
- ~~Does this trait need a CVar requirement? (there was some discussion
on discord about it)~~
- Probably more that I haven't stated.
Of course, this can also be tailored to any downstream as required.
---
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<details><summary><h1>Media</h1></summary>
<p>
Trait name / description:

(dw death i changed *it's* to *its*)
You can use exchange loadout points to get other jobs' items.

Loadout point costs don't apply to your own job.

</p>
</details>
---
# Breaking changes
PASSENGERS CAN GET GUNS (provided a minimum playtime requirement).
If you don't want it, comment it out
---
# Changelog
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🆑
- add: Added a trait 'Restricted Gear' which unlocks loadout job
restrictions at a significant price.
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <flyingkarii@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 332e07ea64ac3ca04055ff6d190d8bdecb03b6bc)
# Description
I hate that the throwing system doesn't have any overloads for "Nah I
just wanna use the raw vector itself for calculations thank you very
much."
# Changelog
🆑
- tweak: I Hate The Throwing System. Anyway Space Wind should actually
be working properly again.
(cherry picked from commit 42003e44a799d41db2b77e31b5b98b094a35615d)
Current numbers are still a bit too high.
# Changelog
🆑
- tweak: Tweaked default CCVars for space wind to be less aggressive,
and less likely to throw people through walls.
(cherry picked from commit cb71c3e0e5303a0c6376a31cbdec64122b6ae919)
* Trait Cost Balancing (#1906)
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Makes a lot of disabilities give more points (based off community and
personal opinions), and makes some very strong traits cost more points.
# Changelog
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🆑
- tweak: Narcolepsy gives 6 points instead of 2
- tweak: Pacifist gives 8 points instead of 6
- tweak: Muted gives 6 points instead of 4
- tweak: Sluggish gives 5 points instead of 3
- tweak: Snail Paced gives 8 points instead of 5
- tweak: Blood Deficiency gives 6 points instead of 5
- tweak: Hemophilia gives 4 points instead of 2
- tweak: Clumsy gives 4 points instead of 1
- tweak: Bad knees gives 5 points instead of 3
- tweak: Will to live costs 3 points instead of 1
- tweak: Tenacity costs 4 points instead of 3
- tweak: Steadfast costs 6 points instead of 4
- tweak: Bionic Arm costs 10 points instead of 8
- tweak: Bionic leg costs 8 points instead of 6
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit d38eb0b536a34475feefa8253b9a3ed128e57f4d)
* Automatic Changelog Update (#1906)
(cherry picked from commit 8a2626ef6b62508a6479525555522b516e090feb)
* Lightbehaviour Bug Fix (#1908)
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Description.
Fix bug affecting torches, flares and glowsticks that made them not emit
light when turned on as described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1685)
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<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/799631e0-bcf1-4008-9683-3d0ba7c02a24
</p>
</details>
---
# Changelog
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🆑
- fix: Torches, flares, glowsticks now able to emit light again
(cherry picked from commit b25e3447148948ee658d1b81dac0d1e076641fcc)
* Automatic Changelog Update (#1908)
(cherry picked from commit 83fbb13c3aab8fedb1e56f73b949ac1a458eee41)
* Mining Shuttle & Dignitary Stuff for Arena (#1893)
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<p>
Adds the mining dock & mining shuttle console for travel to lavaland.
Adds NTR office with the NTR locker mapped. Also adds the BSO locker to
bridge without an office cause BSO is not worthy.
Map render under images. NTR office is south east of brig. Just has a
desk and a bed. No fax as the NTR already has their own fax, I feel like
having a second fax would increase where the NTR would need to look for
faxes.
Referring to the shuttle that takes one to lavaland as mining shuttle,
not the pathfinder.
</p>
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<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Changelog
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🆑
no cl no fun
(cherry picked from commit e481e2f182f162b78e22524dfe6988b2135bd32f)
* Automatic Changelog Update (#1893)
(cherry picked from commit f59bd7df32f6942f3b2646c1e3a08ee88343301d)
* Fireplace Construction (#1897)
# Description
Porting - Allow Construction of Fireplaces and Bonfires
Ported from - https://github.com/Goob-Station/Goob-Station/pull/1646
Yeah it's a port of a port. Yes there was sofas, benches and banners,
I've very lazily stolen just the fires. Sofa might be nice but that's
lot more code pinching.
---
# TODO
- [ ] Pray it works
---
# Changelog
🆑
- add: Recipes to build Fireplaces and Bonfires
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
(cherry picked from commit 90485d5a0c49f76950d61e42c3cc596f988dc982)
* Automatic Changelog Update (#1897)
(cherry picked from commit c7327f55f8576267f30a384d4a84fd85f357d52f)
* Terminus (#1881)
# Description
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Added a new weapon, the DT-8 "Terminus"
It's a large melee weapon capable of firing a spread of disabler rounds
on alternate fire.
It's an arsenal tech research, and uniquely can only be wielded by onis.
(I'm being bribed to make this)
Also, I had to move the OniComponent.cs file to shared. I'm not sure if
that borked anything but tell me if it does.
(PS. Thank you VMSolidus for helping me make this ten times less
shitcoded.)
---
# TODO
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- [x] Textures complete
- [x] Add lathe recipe
- [x] Add to research
---
<details><summary><h1>Media</h1></summary>
<p>
!
</p>
</details>
---
# Changelog
🆑 SolsticeOfTheWinter, OtherPersonPlaceHolder
- add: Added a new weapon for oni security players, the terminus.
---------
Signed-off-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 3fdf1102dc20af7bd724e449808d2d38571e62c2)
* Automatic Changelog Update (#1881)
(cherry picked from commit 9de8ab79e61227620833b88f5c616c63f38c9a86)
* Add RPD and Pipe Stacking (#1857)
# Summary
To add the RPD into the game for both atmos and CE's to use. Introduce
pipe stacking as well since the RPD will introduce better atmos
configuration. Most of the code was ported over from goob LRP. With some
of it being touched up on and adding a bit of quality of life to the
RPD.
This was a PR originally made for goob-mrp but requested to be moved to
EE. Check out the detailed commits here:
https://github.com/Goob-Station/Goob-Station-MRP/pull/96
---
# Description
## RPD
From the original PR made on goob-station the RPD has been ported over.
It is similar to the RCD where you will be able to make
pipes/vents/pumps/mixers quickly. Each dial on the main radial will
bring up specific pipes like ie pipes-> corner, t-shape -cross shape.
The RPD starts out in the CE and Atmos lockers with 50 charges. Each
construction and deconstruction cost 1 charge. There is also one extra
compressed matter in the starting lockers for both CE and Atmos for the
RPD.
You can research the recipe of the RPD with the reverse engineering
machine. The recipe cost of the RPD is a bit more compared to the RCD.

## Pipe Stacking
With the introduction of the RPD, it was fair to check for pipes that
overlapped when making new pipes. But with introducing the code from LRP
goob station it was decided to bring over the pipe stacking feature too.
You can make certain components pipe stackable or allow if you can put
multiple of the same pipe on the same tile. If you want you change a
pipe to be non-stackable by using the component type:
PipeRestrictOverlap
Here's an example of pipe stacking. You can make a simple scrub loob
tighter or keep it normal. The freedom is given.

Here is an extreme example. This compact design creates a ton of frezon.
Obviously, replace the trit miner with an actual burn chamber.

## Belt overlay
I decided to add a simple belt overlay sprite to the game for the RPD.
Here's what it looks like outside the belt and inside the belt

## RPD Borg Module
I decided to add experimental RPD that will self-charge. The only way to
get this RPD is through admeme spawn or being a borg. The starting
charge of the Borg module is 25 and will self-charge at the same rate at
10 seconds per charge. I also added an admeme version that charges at 1
second per charge.
Here is what the borg module looks like

The borg module can be researched in the t2 industrial branch as the
same research for the RCD module.

---
# credit
Original RPD PR: https://github.com/Goob-Station/Goob-Station/pull/1203
Original Pipe Stacking PRs:
https://github.com/Goob-Station/Goob-Station/pull/391https://github.com/Goob-Station/Goob-Station/pull/389
Prevent stacking pipes (#28308) - Original Link is dead.
---
# TODO
- [X] Add RPD
- [X] Add RPD to reverse engineering
- [x] Add toolbelt equipped sprites
- [x] Add Pipe Stacking
- [x] Add an experimental RPD module for engie borgs.
---
# Changelog
🆑
- add: Added RPD, glory to atmosia!
- tweak: RPD now spawns in Atmos and CE lockers
- tweak: Extra compressed matter has been added into both Atmos/CE
lockers for more RPD/RCD uses
- add: You can research RPD with the reverse engineering machine.
- add: A belt overlay sprite to the CE and utility toolbelt.
- add: Pipe Stacking ported over from LRP Goob station. Compress those
frezon factories!
- add: Toolbelt overlay sprite for the RPD.
- add: RPD Borg module researched in t-2 industrial advanced tools.
---------
Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>
(cherry picked from commit b32710c94628f90e4b2c43796ac3ab81892926f3)
* Automatic Changelog Update (#1857)
(cherry picked from commit 3270ee0327054fd0187cb03756d23a1a84d7916c)
* SS13 Combat Parity Part 0.5: Stun Meta [PREREQUISITE] (#1914)
# Description
Ports Stun Meta from
[/Goob-Station#788](https://github.com/Goob-Station/Goob-Station/pull/788)
Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets
you crawl on the floor, and paralysis is the same as current stamcrit.
The stun baton has been buffed, doing 15 stamina damage per swing, and
40 stamina damage overtime.
This lets you stamcrit someone in two baton swings, but it takes a few
seconds before they actually fall down to the ground. About the same
amount of time as 4 baton swings back to back.
This PR also reverts #809, since I plan on reworking shoving entirely
soon.
(also for my sanity. wouldn't have been able to port stunmeta
otherwise.)
## Condemn Trillions
Required for the rest of the SS13 Combat Parity changes listed
[here](https://discord.com/channels/1218698320155906090/1348171706061033502)
# TODO
* [x] Await merge
* [x] Gaming
# Media

# Changelog
🆑 Eagle
* tweak: Stamina Crit has been split into Knockdown and Paralysis
* tweak: Stun batons now do 15 stamina damage on hit, and 40 over time
(cherry picked from commit b8045750e91b8e43fcf91deaeb49b295a0984cdc)
* Automatic Changelog Update (#1914)
(cherry picked from commit cbadf45b9e1bbb8cbb122a579e9c37a3234d506b)
* Miscellaneous Fixes From White Dream (#1911)
# Description
Ports the following PRs:
https://github.com/WWhiteDreamProject/wwdpublic/pull/271https://github.com/WWhiteDreamProject/wwdpublic/pull/282https://github.com/WWhiteDreamProject/wwdpublic/pull/255https://github.com/WWhiteDreamProject/wwdpublic/pull/254https://github.com/WWhiteDreamProject/wwdpublic/pull/246https://github.com/WWhiteDreamProject/wwdpublic/pull/223https://github.com/WWhiteDreamProject/wwdpublic/pull/220https://github.com/WWhiteDreamProject/wwdpublic/pull/219https://github.com/WWhiteDreamProject/wwdpublic/pull/213
This is a rather huge variety of fixes to be honest.
# Changelog
🆑 White Dream
- fix: Fixed airlock opening and closing visuals
- fix: Fixed Weather spamming infinite sounds.
- fix: Cockroaches no longer spam organs when stepped on.
- fix: Fixed the timer on the Return To Round button
- fix: Fixed Return to Round not remembering how long it's been since
you died if you re-enter your body.
- fix: Fixed harpy flight visuals not showing for other people.
- fix: Fixed disabler bolts not going through windows like other kinds
of lasers.
- fix: Fixed Vim Harness being free
- fix: Fixed handcuffs not respecting your arm length.
- fix: Made tending wounds not as message spammy.
- fix: Fixed shuttle windows not preventing you from being electrocuted
by grills under them.
---------
Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
(cherry picked from commit ced8a565a32cfa340140674c073d90a2a6002799)
* Automatic Changelog Update (#1911)
(cherry picked from commit 89f27f4b2f3882ba97132d69f9d6477cea3195d1)
* Faction Clothing Bug Fix (#1917)
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Fixed bug that made ClothingAddFactionComponent not add the faction of
the clothing to the mob when the clothing is equipped.
The bug is described in greater detail in [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1228).
---
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</p>
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# Changelog
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🆑
- fix: Fixed bug that made ClothingAddFactionComponent not work.
(cherry picked from commit 639f46a68b84ad6d0655ec318ccc62fa3061c5cd)
* Automatic Changelog Update (#1917)
(cherry picked from commit b4c488af30ad9e21e41b409282aeac1f8ae37c9e)
* Crafting Curtains and Tables No Longer Consumes Entire Stack (#1916)
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Stolen from https://github.com/Fansana/floofstation1/pull/152, courtesy
of cynical24. When you craft a curtain or make a table into a _fancy_
table, it doesn't take the entire stack of carpet. This should hopefully
stop me from having to return to the HoP to ask for another 10 carpet.
---
# TODO
<!--
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good to leave future references
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- [x] general thievery of text (with permission)
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# Changelog
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🆑
- tweak: you don't use the entire stack of carpet now when crafting
colored curtains or fancy tables.
(cherry picked from commit 508dbc35d3576be768122604d39194ee715ab02a)
* Automatic Changelog Update (#1916)
(cherry picked from commit f4641de5073d3cf1ccc54a5599281bb6025149fc)
* Markings From Impstation 2 (#1925)
what the funny title says
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Adds some markings from Impstation (Again, who would have thought it'd
be Impstation again?), ports the merciful IPC wings from Goob LRP, adds
some markings to arachnids, a bunch of markings for Reptilians, and a
new hairstyle.
---
# TODO
<!--
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good to leave future references
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- [ ] Task
- [x] Completed Task
---
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</p>
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# Changelog
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🆑 Diggy
- add: New markings for arachnids, reptilians.
- tweak: Allows IPCs to pick up overlay markings such as the gauze
stuff, Onis can now have the curved horn marking humans can have.
(cherry picked from commit b955652cf18f1a11e7d48206f32c8d3e24e819bd)
* Automatic Changelog Update (#1925)
(cherry picked from commit 78149f74ac386a81b4ecb46679db29c9e5f1946e)
* Fix Vulpkanin Markings (#1894)
# Description
Vulpkanin no longer wear their undergarments "Superman Style"
# Changelog
🆑
- fix: After lengthy retraining, NanoTrasen has taught Vulpkanin that
underwear is meant to be worn inside pants, not outside them.
(cherry picked from commit 190dddf7c59537ffc2781f3d8f7bcb16e5a449fb)
* Automatic Changelog Update (#1894)
(cherry picked from commit a7138473115dfe767b822eb2b24179a04f6133e5)
* Fairer Turrets (#1923)
# Description
It had basically always bothered me, and evidently a lot of other people
that turrets were previously "Unfair enemies". They had perfect aimbot
accuracy, tracked targets instantly at any angle, and were
nigh-indestructible. It was telling that players were pretty much only
ever killed by turrets once or twice, and then they figure out that the
turrets are outright impossible to beat in a fair fight, so they end up
resorting to underhanded tactics like using an RCD to wall the turret
off. Or use a pickaxe to go around them.
I previously added a new turret for the SAN dropship, and with it had
tried out a very different approach for "Fairer Turret" balancing. A
more reasonable healthbar, no instant tracking, and no perfect accuracy,
The players enjoyed these a lot more than the original turrets. Plus
they were more visually interesting firing an inaccurate spray at their
targets.
<details><summary><h1>Media</h1></summary>
<p>
I'm on my lunch break at college right now, so no media.
</p>
</details>
# Changelog
🆑
- tweak: Adjusted turrets to be a more "Fair" fight. They no longer have
perfect aimbot accuracy, they don't track targets instantly, and they
also have a "More fair" healthbar that can reasonably be shot through by
someone with good enough weapons and armor,
(cherry picked from commit 6bdd73efe210d6e556e6accbc89cb9134f716e2e)
* Automatic Changelog Update (#1923)
(cherry picked from commit bedcd65d4d8324a651101a978ba90d46d4199cfa)
* Fix A Minor Test Fail (#1902)
Just a random event that had a tiny chance to spawn an Abstract entity.
(cherry picked from commit f49712f82569d7e5f0a486d00130216dc73520bd)
* Throw Errant Into The Spider Pit (#1896)
# Description
@Errant-4 by request in your comment.
I had annihilated this before during the NyanoCombat reworks, but during
a recent wizmerge most of said reworks were accidentally reverted. This
is the one that was brought back, comment and all. So this PR fixes for
a second time a problem left by the old combat system.
# Changelog
🆑
- fix: Power attack and light attack damages are no longer swapped.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 4b988b2b01e379d5a2c6c8eae72f70c00876d024)
* Automatic Changelog Update (#1896)
(cherry picked from commit 505765017a164ca20582571f92f5ec95ff3e5579)
* Nerf .45 (#1895)
# Description
Somehow I didn't realize that .45 magnum, despite being a common ammo
type available to a lot of people, deals literally double the damage of
all other comparable smallarms. No wonder people were complaining about
the Universals being comically overpowered. This PR normalizes their
damage so that it's still "More than other equivalent small arms
calibers", but not ".45 is more than double the damage of 9mm".
# Changelog
🆑
- tweak: Nerfed universals and other .45 auto guns. I get the meme that
.45 is better than 9mm, but not "More than double" the damage of 9mm.
(cherry picked from commit f7f49f67d69e6a19a3b83eec1d4cb4b0b7ca93a1)
* Automatic Changelog Update (#1895)
(cherry picked from commit cfd95ca7c4237030cebba16cf1d81798a5d801a6)
* More Lavaland Fixes (#1892)
# Description
Apparently the lavaland ore crates are supposed to have an ore magnet,
but this didn't work because they're missing something from the ore
bags. So this fixes that. Also I made sure the lavaland's ores actually
have the same naming conventions as our regular ores.
# Changelog
🆑
- tweak: Ores mined from lavaland now have names matching their
real-world counterparts.
- fix: Fixed the lavaland ore crates not having working ore magnets.
(cherry picked from commit 2f02dd1a0621437587d143641b4a66ef59d87bab)
* R25 Rifle Tweaks (#1869)
# Description
This PR tweaks the stats of the R25 rifle so that it isn't completely
useless. Its accuracy when wielded has been improved so that it can more
consistently hit targets at between half and a full screen length away.
As a tradeoff, its cooldown between bursts has been increased so that
its DPS isn't comically overtuned.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/7b862f2a-09c3-450b-9482-a6ce69b4c971
</p>
</details>
# Changelog
🆑
- tweak: Increased the accuracy-when-wielded of the BRDI-R25 rifle. As a
tradeoff, it has a longer cooldown between hyperbursts.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Gameplay Adjustments**
- Updated the weapon's handling by refining its firing angles.
- Adjusted the burst cooldown period to alter the firing rhythm.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit be595f4fbe52e612dbaf58363287e9d483442a12)
* Automatic Changelog Update (#1892)
(cherry picked from commit 2cc6e37b996d5074affebd7d8813778b3f9824d2)
* Automatic Changelog Update (#1869)
(cherry picked from commit fd9c5bb1bfddb94e8aa8d4ecfcb4587629110949)
* Footstep Netcode Fixes (#1909)
# Description
Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/298
---------
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
(cherry picked from commit 36627e2e655471e118867c1ae05870b1cb9c0be4)
* Automatic Changelog Update (#1915)
(cherry picked from commit a8994b38b0ade548152a5868a0ab87fd727da81d)
* Embeddable Projectile Fixes (Courtesy Of White Dream) (#1907)
* embed children
* locale
* fix
* Update Resources/Locale/ru-RU/weapons/throwing/throwing.ftl
* // WWDP MY BELOVED
# Description
This is a port (and general cleanup of)
https://github.com/WWhiteDreamProject/wwdpublic/pull/278
Plus clearing a bunch of compiler warning causing things, and also a fix
for one of our Heisentests. This PR mainly fixes issues with embeddable
projectiles being potentially unintentionally destroyed when the thing
they are embedded in gets destroyed. Which can be disastrous for example
if my energy sword embeds into a wall, and also destroys that wall,
which destroys my precious energy sword...
# Changelog
🆑 Spatison
- fix: Embeddeable projectiles are no longer always destroyed when the
thing they are embedded in gets destroyed. Energy Sword throwing
enthusiasts may rejoice now that their precious sword is safe.
Co-authored-by: vanx <61917534+Vaaankas@users.noreply.github.com>
Co-authored-by: vanx <discord@vanxxxx>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
(cherry picked from commit 2c30abbb072238ed7478c9716a66db58f69ddc67)
* Automatic Changelog Update (#1907)
(cherry picked from commit a97ae4aa2fdaf1bf70149fa994682debd2162779)
* Health Analyzer UI Fix (#1928)
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# Description
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Fix the bug described by [this
issue.](https://github.com/Simple-Station/Einstein-Engines/issues/1820)
---
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🆑
- fix: Health analyzer's doll is now in the normal size.
(cherry picked from commit ce489662c54195cd3f5865f5003d40fe3ba7c0d3)
* Automatic Changelog Update (#1928)
(cherry picked from commit 0b4b338af37f2222065063364b76db3c63fa8025)
* Magma Hand (#1927)
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Sprited by Greenwall, YML'd by myself. The Magma Hand is a slime-like
creature that you can encounter in Lavaland. It's very hostile, but you
_can_ pet it!
---
# TODO
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- [x] Add to Lavaland spawning list
---
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Its blood is sulfur!

Its attacks burn you!
https://github.com/user-attachments/assets/0bf21207-1dc2-4cf5-9b9b-89a558488963
Ice makes it die very quickly!
https://github.com/user-attachments/assets/4c742c6e-ac5e-462f-9f1e-e05ce0fcaa0b


</p>
</details>
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# Changelog
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🆑 Greenwall
- add: Magma Hand! Sprite by Greenwall, YML by Timfa. Bring a water gun
filled with ice, and you'll be fine!
(cherry picked from commit 545a20fd19a25f833cc32e21c6f0f53f7f872e22)
* Automatic Changelog Update (#1927)
(cherry picked from commit f8c127f1432d24f98e5eeeb4099fa2899db74c15)
* Cyber Eye Changes (#1876)
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Removes the flare shielding trait, instead adding welding arc protection
to the diagnostics hud, and giving the medical hud a built in chem
scanner.
No trait will give you access to immunity to flashes however, and you
will instead be required to have proper eye protection on again to
counteract it. This makes securities lives a lot better, and makes the
flash a viable tool again.
# Changelog
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🆑
- remove: Removes flare shielding
- tweak: Adds eye protection to diagnostics hud
- tweak: Adds chemical analyser to med hud
- tweak: Increases med hud and diagnostics hud costs to 2
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Gameplay Balance**
- Reduced the negative impact for the `FlareShielding` trait, offering a
milder penalty.
- Removed the flash immunity effect from the `FlareShielding` trait to
streamline its behavior while retaining it in the
`FlareShieldingModule`.
- Updated requirements for the `Blindness`, `Nearsighted`, and
`Photophobia` traits by removing the dependency on the
`FlareShieldingModule`.
- Adjusted point values for several traits, reflecting a more
significant negative impact for others.
- Introduced new components, enhancing the functionality of various
traits.
- **Feature Enhancements**
- Expanded the description of the `CyberEyesMedical` trait to include a
Chemical Analysis Hud.
- Updated the `CyberEyesDiagnostic` trait description to incorporate
flare shielding for improved eye protection.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit 516c53e8ea97680b8029b79dae9fab0a229d0709)
* Automatic Changelog Update (#1876)
(cherry picked from commit 085163904a3bc64c2217553afe5e43a8938cfc8c)
* Space Wind Version 5 (FINAL) (#1765)
# Description
MY ASCENSION IS COMPLETE, I HAVE DEFEATED THE ATMOS SYSTEM. MY POWERS
HAVE GROWN TO NEW AND UNFATHOMABLE HEIGHTS. THE EQUATIONS FOR SPACE WIND
ARE NOW PERFECTED. I HAVE BECOME THE PHYSICS CHAD THAT CAN NOW ACCOUNT
FOR FRICTION AND AIR RESISTANCE.
SPACE WIND HAS BEEN PERFECTED. THERE IS NO MORE WORK FOR ME TO DO ON IT.
# TODO
<details><summary><h1>Media</h1></summary>
<p>
PROOF THAT MY EQUATIONS HAVE BEEN PERFECTED.
https://github.com/user-attachments/assets/b3eb43b2-e8db-4f75-a142-2c86308e8113
</p>
</details>
# Changelog
🆑
- add: Added Space Wind V5. This version of space wind now accounts for
the coefficients of friction and gravity as a calculated way to resist
space wind. There is no more guesswork on if space wind should be able
to throw an object. Additionally, thanks to a standalone module from
Matrix Airflow System, space wind is capable of calculating airflow at
arbitrarily any point in a room, regardless of whatever garbage
Monstermos is saying.
(cherry picked from commit a5151c7622c424af6fd7e4c0b916e8ddda75c3df)
* Automatic Changelog Update (#1765)
(cherry picked from commit ba32a82331ffba42919ff57b48c1d80ba02c1343)
* Fix Oni (#1935)
# Description
I didn't notice during the last PR that someone added an override for
the Tags component of Oni, otherwise I'd have said something about it.
You can't add a tag component to a species because it overrides a
massive shitton of tags that are needed for player characters to be able
to do certain things, such as DoorBumpOpener...
# Changelog
🆑
- fix: Fixed Oni not being able to do a ton of things that required
hardcoded tags. I fucking hate the tag system.
(cherry picked from commit 3950fb0a6c9cbb9febb30b00f183a8d049f0ca0c)
* Automatic Changelog Update (#1935)
(cherry picked from commit 12876a1ce113a68a79d2cae79e99a6748446c13e)
* Rev Manifesto Inhand Use Cooldown (#1936)
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Add a two second cooldown on the Revolutionary Manifesto's secondary use
(the purely cosmetic one) to not make it cause chat spam.
I made this change from web and have NOT tested it yet (unless I checked
the checkbox below in the TODO section!
---
# TODO
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- [ ] TEST IF IT WORKS
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# Changelog
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🆑
- tweak: Tweaked rev manifesto to not spam chat anymore
(cherry picked from commit 3a6634125445a3a71ab33dae090942ce3216d340)
* Automatic Changelog Update (#1936)
(cherry picked from commit 0ba6aae78f5ee3804f8eaf30afc2e35bafc8e17c)
* More Tolerable Default CVars (#1945)
# Description
I can't believe we never cleaned these up. Yea so our codebase made an
astoundingly fucking poor first impression on BPL during their huge
playtest, and most of these CVars were to blame. In particular is the
godawful Ramping Event Scheduler having "Murder the station with
ventcritters every 10 seconds at the 30 minute mark" as its settings.
# Changelog
🆑
- tweak: Disabled Monstermos Tile Ripping by default.
- tweak: Default settings for Ramping Event Scheduler no longer throws
"Ventcritters every 10 seconds, 30 minutes into the round".
(cherry picked from commit ef5dc3441aa3b7c62d771039c3e1a93ba04a0d32)
* Automatic Changelog Update (#1945)
(cherry picked from commit 0fce50daf5ba999e3bc9b8c97e8e7b8791fb7f7e)
* BRDI Repaints (#1957)
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# Description
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A downstream port of https://github.com/TheDenSS14/TheDen/pull/306
providing Blue and Red paintjobs for the Blueshield and Head of Security
BRDIs respectively.
---
# Changelog
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🆑
- tweak: Gave the BSO and HoS BRDIs a fancy paintjob.
(cherry picked from commit 4f23e0d40549fc3780d1dd94f7fea2ff83e37c24)
* Automatic Changelog Update (#1957)
(cherry picked from commit 2d7e39eca59cee8c8c883501c8f185bcb8bff4cb)
* ADT Markings Port (#1951)
Truly the PR of all time...
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# Description
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The markings by themselves have localization or whatev. When you color
them they will however appear as marking_etc_etc.
Yes, i'm aware it's lazy, but i'm not doing it for over 80 markings,
just not feeling it, this is really just a test to see if it gets
allowed without some locale files setup.
---
# TODO
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- [ ] Task
- [x] Completed Task
---
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# Changelog
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🆑 Diggy
- add: Most markings from ADT, along with two new hairstyles, new
markings for Shadowkin (Despite all my hate for them).
- fix: Shadowkin ears are now colorable again, fuck around and find out
if you want your Shadowkin's ears to be pink with red or something.
(cherry picked from commit a36b5dc2404578c64a93a9881714f00180c1da02)
* Automatic Changelog Update (#1951)
(cherry picked from commit cd81f90db975061f9d968b45beab9a461834f4c1)
* Cyberiad 1.0: Service Rework (#1938)
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# Description
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Changes Box to Cyberiad, with the service area receiving a rework, in
the future there will be more updates in the depts, with the next one
probably being the Sec.
Make some fixes on Gax and Bagel.
I changed the maintainer of some maps from "Estação Pirata" to "Ichai".
I am not part of the Estação Pirata
---
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# Changelog
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🆑 Ichai
- add: Cyberiad added to the rotation.
- fix: Gax: Fixed missing window in CE office, Fixed walls in SM to
prevent radiation leaks.
- tweak: Port changes to Bagel from GoobStation
- remove: Box is no more.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 3da2771a5509b189b4599a2323e9df5d7b9fb562)
* Automatic Changelog Update (#1938)
(cherry picked from commit 755fc9912d4152dca446477ea2693ed91aac59c1)
* R-25 BRDI Back Slot Sprites (#1962)
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# Description
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Added back slot and suit storage sprites for the R-25 BRDI.
---
# Changelog
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🆑
- add: Added back worn sprites for the R-25 BRDI.
(cherry picked from commit 2cf4957ccd3ed2e0a673c7a7c774f4d779428cb5)
* Automatic Changelog Update (#1962)
(cherry picked from commit d6ba9f7c0da450e0b8ae6623b33e6933360ae43c)
* Remove Random Stencil Clear On Left Leg (#1955)
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# Description
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I don't know why this was being done, but it didn't seem to do anything
and I know for a fact it was causing issues with shaders that were
applied on all humanoid layers, so... "Imaginary Technique: Shitcode
Removal" go.
If anything breaks, it's this.
---
# TODO
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- [X] Check that the game didn't incinerate itself.
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</p>
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# Changelog
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no cl
Signed-off-by: Eris <eris@erisws.com>
(cherry picked from commit e674f782e24da7a7825520ca650473f155e9e4c1)
* fix upstream
---------
Co-authored-by: EctoplasmIsGood <109397347+ectoplasmisgood@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+algumcorrupto@users.noreply.github.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Raikyr0 <Kurohana@hotmail.com.au>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: Solaris <60526456+solarisbirb@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+eagle-0@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Tirochora <leotabletdb@gmail.com>
Co-authored-by: BloodfiendishOperator <141253729+Diggy0@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
Co-authored-by: Ichaie <167008606+ichaie@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>