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* Pistol-Whipping (Guns as Melee Weapons) (#1335)
# Description
Adds the ability to use guns as melee weapons and throwing weapons.
The gun melee attack is a Light Attack done with a right click. The
attack rate is slower than average melee weapons.
The cooldown on melee attacks after shooting has been removed entirely,
so you can right-click immediately after shooting (like in hero shooters
😎). The cooldown on shooting after a melee attack has been set to a
constant 0.5 seconds.
## Balance
Technically speaking, weaving shooting and pistol-whipping lowers your
overall DPS in most cases, because you can't shoot for 0.5 seconds after
doing a melee attack. With _skillful_ usage, however, it provides some
key tactical advantages:
- Preserving ammo by dealing damage without firing a shot.
- Deal stamina damage as a natural effect of dealing melee Blunt damage.
- Most non-pistol guns have increased blunt stamina damage factors to
help with this.
- Bypassing Piercing resists of armors with a higher Piercing resist
than Blunt resist like plate carriers.
- Doing the combo of right-clicking immediately after shooting deals a
big burst of damage.
Pistol-whipping also helps as a last resort when you run out of ammo.
However, it's almost always better to use a proper melee weapon instead
of a gun as a pure melee weapon, because you can't power attack with
guns and the guns' melee attack rate are slower by design than most
melee weapons.
Shotguns benefit the most from pistol-whipping, because their ideal
range is close-range where a melee attack can be performed, and their
low fire rate means they're not affected too much by the 0.5s shooting
cooldown.
Guns have received throwing damage. You can throw guns at the enemy once
you're out of ammo to deal extra damage. I think this makes fights a
little more spectacular to watch.
Melee damage sorted by group (from least to greatest):
1. Revolver
2. Pistol (+ Energy Pistol)
3. Sniper rifle
4. Rifle (+ Energy Rifle)
5. Sub Machine Gun
6. Shotgun
7. Light Machine Gun (L6 saw)
8. Heavy Machine Gun
## Media
**mk 58**

**Kardashev-Mosin (Wielded)**

**Basic Combat**
https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b
**Particle Decelerator Combo (80 damage)**
https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261
Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw
This combo costs 90 stamina which almost depletes 100 stamina leaving
you vulnerable, so the Vigor trait can help you pull off this combo.
## Changelog
🆑 Skubman
- add: Pistol-whipping has been added. You can press right click with a
gun to perform a Light Attack. Most guns will deal Blunt damage, apart
from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet.
Weaving bullets and melee attacks correctly will give you the upper hand
in combat.
- add: Guns can now be thrown to deal the same damage as their melee
damage.
(cherry picked from commit 5899f4ea5a978ded0362bdf46185f8fbb1a2607c)
* local #1335
* Fix Interact Verb (#1346)
Finally fixed it.
Interact verbs weren't appearing because this is required in BaseMob.
(cherry picked from commit 3e3ca59850f1a21f2bb8e249455d655ec6b63d2c)
* Fix Ripley Hydraulic Clamp (#1344)
# Description
Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley
to drop items far away.
---
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2
</p>
</details>
---
# Changelog
🆑
- fix: Hydraulic clamps now drop entities correctly
(cherry picked from commit f0e4612612fe18a126cdf47d712b63bc083b5483)
* Automatic Changelog Update (#1344)
(cherry picked from commit 6dcb367adb769f51bcaf1a647a4ca6c886a10be7)
* Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347)
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# Description
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i fixed it
also added a button "Connect & Go to Lobby" for people testing lobby
stuff!
Resolves #1131
---
# Changelog
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🆑
- fix: Fixed the bug where switching characters made your width/height
change to incorrect values.
- fix: Fixed the salvage magnet opening ten times.
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit c4c3e4283ae077fd0f55e4cce31710f31de046f7)
* Automatic Changelog Update (#1347)
(cherry picked from commit 8ff70215d9f6e2a73150b55313333b9d5ca87749)
* Update Credits (#1350)
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 2a7a4719d39b51ffd232c667b1ca49dbce68dce6)
* Fix Bartender Mosin (#1337)
Bartender Mosin was replacing their duffel bag at roundstart.
(cherry picked from commit 3aa430f486dcdf40629468c715092aee0089187c)
* Trait Purchasable Mentalic Powers (#1343)
# Description
This PR adds a few of the "Mentalic" category of psionic abilities to
the Traits System, allowing them to be purchased by any character that
is also a Latent Psychic. These powers are:
- Dispel
- Metapsionic Pulse
- Xenoglossy (Also requires Natural Telepath)
- Psychognomy (Also requires Natural Telepath)
These are all quite expensive, so to help address the "Expensive trait
proliferation", I've increased the points granted by the Blindness trait
to 10. Have fun being a blind wizard. From this point on, we're going to
need to start adding more "High point value" negative traits.
# Changelog
🆑
- add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be
purchased during character creation using trait points.
- tweak: Blindness now grants 10 trait points instead of 6.
(cherry picked from commit acec14d08879ebaf16e5425fccd26d8f066eda55)
* Automatic Changelog Update (#1343)
(cherry picked from commit adddc1df27184f74e5e48e5220e0cd4eeb57084c)
* Pointy Ears For Harpies And Arachne (#1348)
# Description
Like half the art references I have for Harpies have them with elf-like
pointed ears, another half have them with their feather tufts. We have
pointy ears markings, so this PR makes it so that Harpies can have them.
Actually it also gives them to Arachne, for similar reasons(It's an
oddly common thing on Arachne/Lamia art depictions).
# Changelog
🆑
- add: Added a variety of Pointy Ears markings for Harpy and Arachne
characters.
(cherry picked from commit 59a55c9d6ae6772d4ead0e73d5dab7b24c539e53)
* Automatic Changelog Update (#1348)
(cherry picked from commit 99d616953af89462d827fd8ca6e50a92e63e8203)
* Port Cosmatic Drift Arrivals (#1340)
# Description
Done after a lengthy discussion with @OldDanceJacket about mapping
issues, namely the existence of "Walk-In Closets" on maps that take up
an inordinate amount of space that would otherwise be usable for other
purposes. Seriously, Saltern has a 4x6 room that contains >200 medical
uniforms, and is on a map intended only for 15 people(And maximum of 6
medbay personnel). Every map in rotation is like this.
Ostensibly, Loadouts were created to provide a solution to this problem,
by making it so that players choose their DRIP before spawning in, so
that mappers don't need to put in a whole ass room dedicated to medical
uniforms. But Mappers ended up keeping the "Walk-in Closets" even after
Loadouts were introduced to serve as a "Sanity check" in case of events
such as people not choosing their loadouts, or getting hired during the
round by the HoP to work in the medbay, etc. To solve this, me and ODJ
agreed upon adopting Cosmatic Drift's solution to this, by making it so
that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that
every map can just piggyback off of. Nobody needs to make the stupid
closet rooms, on ANY map, because every map is fully guaranteed to have
every closet the players could ever need in arrivals.
# Media
<details><summary><h1>Media</h1></summary>
<p>
Dock

Dorms(Spawn points)

Medbay:

Security

Captain/HOP

Cargo:

Epistemics:

</p>
</details>
# Changelog
🆑
- add: Ported Cosmatic Drift's version of the Arrivals Terminal.
Terminal now includes every version of department clothing and material
lockers that players could ever need, allowing them to try on their
chosen job equipment and drip before departing for the station.
(cherry picked from commit 4509a9d030efb7eb45378824559a3f88c4caf4b4)
* Automatic Changelog Update (#1340)
(cherry picked from commit 9a1cda889a085974f666adb99c753ba4e1392355)
* More Dangerous Mindbreaking (#1249)
# Description
Somehow people weren't getting the memo despite the **HORRIFYING** texts
associated with Mindbreaking, that doing so is an almost comically evil
act akin to murder. So this PR fixes that. By making it even more
obvious.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Added a server option for "Scarier Mindbreaking". Mindbreaking
now irreversibly converts a player character into a non-sentient NPC.
- fix: Mindbreaking now only works on Psychics.
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 80f83484e9653f159581ea0dfc82d56256e4947c)
* Automatic Changelog Update (#1249)
(cherry picked from commit 4d87be6ea66356156cdac6e7e9cd70af36daae24)
* Redshirt And Brittle Bone Traits (#1352)
# Description
This PR adds two additional "High Value" physical negative traits, to
help address a growing need for more high point value negatives, since
there is also a very large number of high point positive traits. These
two traits are fairly simple, the first is Redshirt, which decreases
your Dead threshold by 100, and Brittle Bone Disease , which reduces
your Crit threshold by 50. Taking both on an ordinary human would give
+18 trait points to work with, but would in turn give a healthbar of
only 50/100, compared with the standard healthbar of 100/200.
# Changelog
🆑
- add: Added Redshirt and Brittle Bone Disease traits. These give
extremely large negative modifiers to your healthbar, but also grant a
large amount of trait points to work with.
(cherry picked from commit 88edcd05aef76acb10e3d0924dd874eef22c7f71)
* Automatic Changelog Update (#1352)
(cherry picked from commit ed0e56aa446ea9ad9ecae1a1a1685438378b1814)
* Jackboots Slowdown Mitigation (PORT) (#1342)
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# Description
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Ports jackboot slowdown mitigation from [space-wizards
github](https://github.com/space-wizards/space-station-14/pull/30586).
Adds fake version for civilian use.
---
# Changelog
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🆑
- add: Added slowdown mitigation to jackboots
- add: Added fake jackboots for style outside of sec
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit f5d45d790d793acbba7d21258cd206568fe79f99)
* Automatic Changelog Update (#1342)
(cherry picked from commit 03dc85aa7071c70cd9f01392cabf7cb7fb2fa6ac)
* Fix Redshirt & Brittle Bone Traits (#1355)
These were supposed to be negative traits(They give you points), but I
accidentally made them positive traits(They cost points).
(cherry picked from commit ec60940fe5eae5d7d3e969bac132e1da2a659272)
* Example Hub Ad List (#1356)
# Description
this PR extends the list of default advertiser hubs to include every
existing hub except for SSMV(Which is mutually exclusive with the
others). If there are more hubs I have missed, please let me know. This
will allow our servers to appear on as many hubs as possible.
(cherry picked from commit 577126f987ff70ba213f2898ea9e5170b0dc5ea6)
* Saltern Update (#1357)
# Description
I would like to offer my thanks to the Singularity Network Mapping Team
for this update, they've done some great work! This PR launches Saltern
with a significant rework to everything on it except for arrivals.
<details><summary><h1>Media</h1></summary>
<p>
Sorry, Map Renderer is dead right now.


</p>
</details>
# Changelog
Death do NOT change the name given for the Changelog author, the mappers
here have requested that "SiN Mapping Team" be given as the name for
this PR.
🆑 SiN Mapping Team
- add: Saltern has been fully reworked!
(cherry picked from commit a06b4661b08abe6f64460655962b98f4ccb9db07)
* Automatic Changelog Update (#1357)
(cherry picked from commit aab36bfe65d82cff13bb6d8b6a55c2b70a031aa2)
* v237.3.0 (#1354)
the robust toolbox updater!!
https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md
(cherry picked from commit bf1b0d03aede161d62aedfc9166589335a5d7c4c)
* Hotfix Saltern (#1359)
# Description
Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.
# Changelog
🆑
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.
(cherry picked from commit 3c1ed56ed3122866b32249006496c37be825c82a)
* Automatic Changelog Update (#1359)
(cherry picked from commit 48413d6a435de700197a4f6ceb1290d61f5130b4)
* Loadouts Debloating (Colorable Items) (#1364)
# Description
This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.
Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.
(cherry picked from commit 452b9113f61790e8258b95904361de5ed34a034f)
* Automatic Changelog Update (#1364)
(cherry picked from commit cd5a6f8b5743904dbecbf04e5d70614e4444d149)
* More Colorable Items (#1365)
# Description
This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.
(cherry picked from commit 0674895a3b6a84c2761eb13c7b5f35bc826fe19c)
* Automatic Changelog Update (#1365)
(cherry picked from commit cc1e52c47c7b27b8da9be5da701580efe42590ca)
* Make the EE Logo Match the Banner (#1361)
# Description
Light mode logo
(cherry picked from commit 35c95a5da3ccb7d23620eaa1aad43022be3d6673)
* Loadout Modular Functions (And Loadout Pets) (#1366)
# Description
This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.
Basically. Pet mouse. The pet mouse will follow its owner.
Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.
This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 311b86e012ac7d40363b5027ab51b09c9d2285e2)
* Automatic Changelog Update (#1366)
(cherry picked from commit 18a751d5c3d53cd4ff36728dd585ada37e9175b9)
* Plushies! (#1369)
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# Description
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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!



---
# Changelog
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🆑
- add: two new cuddly friends to the station! (harpy and morty plush)
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 6fb12233d48de476c2b06415031fa2e9c9a1d327)
* Automatic Changelog Update (#1369)
(cherry picked from commit 5293b92007f7ca81375d9806cccf9be38846c8d3)
* Traits System Anticheat (#1358)
# Description
It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.
So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.
<details><summary><h1>Media</h1></summary>
<p>
https://www.youtube.com/watch?v=X2QMN0a_TrA
</p>
</details>
# Changelog
🆑
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.
(cherry picked from commit 2fc1f25bc0daa29e2017490adbdf41f9db4f4927)
* Automatic Changelog Update (#1358)
(cherry picked from commit 9d738c8f36c0762e0ba3942fb26ef25735ade327)
* Make Prisoner Not Shitter Role (#1341)
# Description
Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.
# Changelog
🆑
- add: Prisoners now spawn with a Pacifier Implant.
(cherry picked from commit 7f8d76ea6f63d334c894fc0f7ada6fd1359408f1)
* Automatic Changelog Update (#1341)
(cherry picked from commit 68cb9ea4888c16056c6cfe9fea17de1a78420374)
* Fix Jittering (#1334)
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# Description
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Title.
Ported from https://github.com/Fansana/floofstation1/pull/393
Resolves #1277
---
# Changelog
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🆑
- fix: Fixed jittering displacing your character when shaken.
(cherry picked from commit a13d9640ec77e07b532b729ac540dc95b689c557)
* Automatic Changelog Update (#1334)
(cherry picked from commit bfb32cf24eda47ff3dbd5d4b15b58e25ae597947)
* Basic Soft-Crit Implementation (#1370)
# Description
This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.
# Changelog
🆑
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.
(cherry picked from commit dff8c69f2afff6714b893a7c9572a84bd384ff89)
* Automatic Changelog Update (#1370)
(cherry picked from commit 9430b9046a9a40cc2f96bb3c66251aabbaf9e80a)
* local upstream
* Revert "Make Prisoner Not Shitter Role (#1341)"
This reverts commit c7d0eddc96.
* RobustToolbox 237.3.0
* fix: snowball testfailing fix
---------
Co-authored-by: Skubman <ba.fallaria@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Kyoth25f <41803390+Kyoth25f@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>