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Zonespace27 merged 3 commits intonullcheck-client-carbonfrom
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Oct 17, 2025
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Tochat grep#13
Zonespace27 merged 3 commits intonullcheck-client-carbonfrom
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@Zonespace27 Zonespace27 commented Oct 17, 2025

About the pull request

Explain why it's good for the game

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
add: Added something
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
code: changed some code
refactor: refactored some code
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

Zonespace27 and others added 3 commits November 19, 2023 13:51
* Makes egg-sac eggs not support playable huggers  (#8278)

# About the pull request

If there is eggs BEFORE you put a cluster down as a carrier, the eggs
will not support a playable hugger. However any egg put after a cluster
was placed will still support huggers(eggsac only)

# Explain why it's good for the game

Alot of people were complaining about how an oppressor + eggsac combo,
or eggs designated to trap people by carrier players were being used up
by playable huggers, this should remedy that while still allowing some
huggers to spawn out of correct eggs.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Eggsac carrier eggs no longer support playable huggers IF there is
no cluster BEFORE they are placed, eggs put on clustered/hive weeds
still allow huggers
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8278 [ci skip]

* Fix Stat Browser not restoring font size (#8267)

# About the pull request

This PR updates statbrowser to utilize byondstorage (516) to restore and
save the font size.

Also of note, this PR requires 516.1652+ because of
https://www.byond.com/forum/post/2961371 buuut that version has
rendering issues soo hopefully that'll eventually be fixed. Otherwise
the changes will just be trampled by chat.

Unfortunately I can't properly reuse storage.js here because its not a
proper TGUI window (I guess for compatibility reasons) so I had to
reimplement all the extras nuances to reading a value...

# Explain why it's good for the game

Preferences should be saved and restored properly.

# Changelog
:cl: Drathek
fix: Fixed stat browser not saving/restoring font size value on 516
/:cl:

* TWE Royal Marine Corps Re-Armed (#7787)

# About the pull request

Royal Marine Commandos. A name that inspires many. Yet only select few
pass the selection process.
This PR aims to bring that notion to life.

Reorganizes and restructures gear and skills of the RMC ERT and its
presets, adds a new lore-friendly assault rifle for TWE (L23), making
them look more like a fighting force of the most advanced nation in the
theatre, rather than some shmucks armed with ancient AUGs.

I would like to credit Vandu-Jr and Zenith for giving me their sprites
for L23, L42A3, L5 Bayonet and uniforms as well as somerandomguy3214
(Lou) for giving me insight into RMC's lore.

# Explain why it's good for the game

TWE content always felt extremely subpar compared to UPP, USCM and even
CLF counterparts. Making them resemble an elite fighting force will
promote better roleplay and interactivity, as well as making it easier
for them to be integrated into events, as they are now a self-sufficient
unit, rather than a bunch of guys with fancy vests.


# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

![image](https://github.com/user-attachments/assets/86835dc9-8de5-47c8-92a3-d7454a5c0e15)

![image](https://github.com/user-attachments/assets/adba5143-f9b2-409e-9ac4-762fa0fcd25a)

![image](https://github.com/user-attachments/assets/30adf431-7e20-423b-8d48-05546545e072)

![image](https://github.com/user-attachments/assets/0ba3d397-c20f-4cef-88d4-f337e5ffdbbf)

![image](https://github.com/user-attachments/assets/339d8015-1330-4cff-a142-0829c9a72231)

![image](https://github.com/user-attachments/assets/72cd61d3-3bd9-4955-b43d-1ec40c9244f4)

![image](https://github.com/user-attachments/assets/2f14c387-f409-4e9b-afc6-cf79c65af709)

![image](https://github.com/user-attachments/assets/2991de7c-33d1-4c5b-9a94-c7b3d14a4100)

![image](https://github.com/user-attachments/assets/7a9a5f9a-3bb6-49e9-b65b-36e59045129e)

![image](https://github.com/user-attachments/assets/9f3219f6-340e-40c4-93b3-f7ce6b77ad9f)

![image](https://github.com/user-attachments/assets/917391a6-e843-46da-9a92-3ad7afc24c94)


Videos of testing are available on demand. Please comment that you want
to see them, and I will send them to you via Discord.
</details>


# Changelog

:cl:
add: L23 Assault Rifle based on NSG23, which is a lore-friendly RMC
weapon
add: L42A3 Designated Marksman Rifle. RMC alternative to M4RA.
add: New ERT role: RMC Corpsman.
add: New presets: RMC Captain and RMC Major.
add: multitude of RMC-specific attachments.
add: NSG23 Training magazine loaded with rubber bullets.
add: integrated medical visors to all of the RMC helmets.
add: RMC surgical cases that fit 5 surgical items. Available only as
part of RMC kit.
add: TWE Variable Zoom Scope. Self-explanatory.
add: RMC Service uniforms.
balance: reworked RMC skills to be more reasonable.
balance: gave RMC Smartgunner Breacher helmet.
balance: RMC Marksman is now equipped with ID-locked NVG goggles.
balance: includes my NSG23 Rework buffs to NSG23's firerate and added
recoil.
balance: fixes MRE Rifleman to now carry ammo boxes for the team as
well.
balance: moves Breacher to the Engineer category for the ERTs.
fix: RMC L5 Bayonet finally has dedicated sprites
imageadd: new overlays and sprites for NSG23 mags.
imageadd: new RMC uniforms.
config: changed RMC ERT config to deploy a medic and slightly changed
their xenomorph awareness fluff (added 5% to them being faintly aware of
xenos)
spellcheck: changed NSG 23 extended magazine's name to "NSG 23
high-capacity drum magazine".
/:cl:

---------

Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: harryob <me@harryob.live>

* Automatic changelog for PR #8267 [ci skip]

* Fix predator limit (#8248)

# About the pull request

This PR fixes an oversight where predator limit was not working because
for whatever reason predators are the only whitelist where
`get_whitelist_status` doesn't return the defines in mode.dm and instead
it uses the ranks from clans.dm.

It also was only skipping the slot tally for ancients. Now predators
will properly be limited in slots at 6 + 1 per 80 clients + 0 (admin
adjustment). Council & leaders do not check for a slot. Ancient,
council, and leaders do not consume a slot.

Additionally, admin slot adjustment can go negative now, force predator
round works pre-game, and force predator round now uses TGUI alerts.

# Explain why it's good for the game

Always intended for there to be a limit, thus the issue where aboms get
swamped with late joining predators.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Tests were conducted where starting count was 0.


![testing](https://github.com/user-attachments/assets/d3d6990f-ee7f-495e-8100-c663c771925b)

As council/ancient:

![image](https://github.com/user-attachments/assets/92349ae1-fe84-468b-a405-ca234a353b04)

Non ancient: 

![image](https://github.com/user-attachments/assets/dc839121-a1bf-4940-af1b-b7bcc937546c)

After recent changes:

![testing](https://github.com/user-attachments/assets/bf8a6562-36d0-47a4-b3ec-cd37c2fb564a)

</details>


# Changelog
:cl: Drathek
fix: Fixed predators having unlimited slots and slot exemptions still
actually using slots
fix: Fixed toggle predator round not working during pre-game
balance: Predator slots are increased from 4 + 1per80 to 6 + 1per80 and
clan leaders no longer count for slots
ui: Toggle predator round now uses TGUI alerts
admin: Predator slot adjustment can now go negative (e.g. it can limit
it lower than starting count)
/:cl:

---------

Co-authored-by: harryob <me@harryob.live>

* Automatic changelog for PR #8248 [ci skip]

* Automatic changelog for PR #7787 [ci skip]

* Automatic changelog compile [ci skip]

* Cigarette Vendors (#8204)

# About the pull request

This adds two unique branded cigarette vendors, the WY and Koorlander
(independent) ones. Each has a unique selection of brands, denoting
which corporation owns them. Koorlander will have Koorlander or
independent brands working together to fight back against WY, and WY has
a bunch of stuff they own. Koorlander is fighting hard as hell to stay
relevant, but WY is undercutting the hell out of them. Executive Selects
are out of production now, and unavailable from any WY vendor. They are
extremely sought after. They're still in the vendor but are permanently
out of stock.
I also adjusted all the pricing to be closer to the RPG manual, which
states that a cheap pack of cigarettes is around 5 UA dollars. The
Emerald Greens fill this niche, otherwise the packs cost around 10-15.
Sometimes over, sometimes under.

The United Americas military has an exclusive contract with Koorlander,
and as such their vendors are the only ones located on the Alaymer, New
Veradero, as well as in MREs. That being specifically Lucky Strikes,
which Koorlander owns.

It also adds Balaji Imperials. They're in the WY vendor. Apparently
someone named Triio made them, Blundir gave me the sprites.

Changes were tested ingame, I didn't see any bugs

# Explain why it's good for the game

More brand denotation is very cool, it was weird how both WY and it's
Rival Koorlander in the cigarette space were sharing a vendor. Now
they're separate, so you can get that corporate rivalry RP in (or
corporate loyalty).


# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

The WY machine is designed to look like a WY gold cigarette pack. You
can visually see all the different brands on the inside. Emerald Greens,
WY golds, Arcturian Aces, and Balajis.

![image](https://github.com/user-attachments/assets/3af6d7bb-fdee-48a6-a5bb-aafe86415088)

The Koorlander machine is designed to look like a flat steel plate with
the Koorlander logo painted on, but with buttons and panels punched into
it.

![image](https://github.com/user-attachments/assets/9e9f8b5d-bfaa-4265-a2ef-943c71af38ae)

Balajis from the first movie

![image](https://github.com/user-attachments/assets/3353f5a7-50c3-41d3-87f4-effbbbaa9f8d)


</details>


# Changelog
:cl: Vandu Jr, Triio
add: added two new branded Cigarette Vendors, Koorlander and Weyland
Yutani
add: added a new cigarette brand to the game, Balaji Imperials from the
first movie. Located in the WY vendor
imageadd: added a new WY and Koorlander vendor, as well as sprites for
the new Balaji Imperial cigarettes
maptweak: replaced all generic cigarette vendors with either a WY or
Koorlander one, areas for people without accounts get free variants of
the branded ones (like ERT stations and fax responders).
/:cl:

---------

Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com>

* Automatic changelog for PR #8204 [ci skip]

* Makes it easier to answer to high-five/fist bump/rps challenge/headbutt/tail swipe (#8282)

# About the pull request
Only need to click them on help intent to answer now.

# Explain why it's good for the game
A bit annoying and confusing that you need to target a specific limb to
answer high-five. People fail at this all the time. While definitely a
skill issue, there is not much reason to keep it this annoying.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: ihatethisengine
qol: answering an emote such as high-five no longer requires targeting a
specific limb.
/:cl:

* Automatic changelog for PR #8282 [ci skip]

* Hunting Ground ERT Prefs Save and QM Bioscan Fix (#8280)

# About the pull request
Makes your preferences for the hunting grounds save now.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Preferences should save
# Testing Photographs and Procedure
Tested on local worked along side the normal ERT prefs


# Changelog
:cl: Joe Lampost
fix: Makes your preferences for the hunting grounds save now.
fix: Queen mother can no longer see humans inside the hunting grounds.
/:cl:

* Automatic changelog for PR #8280 [ci skip]

* Hunting Ground fixes part 2, adds foundation for all factions to have their own war cries (#8137)

# About the pull request

Prevents hunting ground areas from playing weather ambiance and disables
weather overlays when they are not supposed to appear in those areas.

Moves all the pre-sets with different factions into their own faction.
IE: HUNTED_UPP

The hunting ground erts now inform preds if nothing spawns and or how
many humans or xenos spawned in the ert.

Fixes the pred burst sound.

Changes some of the ert numbers to diversify the amount of factions
present in any ert called.

Gives the upp pre-sets medical equipment.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game

Fixing bugs is good

Adding the foundation for all factions to have their own warcrys is
good.
# Testing Photographs and Procedure
<details>
Tested all on local, warcrys worked for all the faction that currently
have them. Everything else seemed to work fine

</details>


# Changelog
:cl: Joe Lampost
balance: Upp hunting ground ert memebers now have medical equipment
code: Lays the foundation for more faction warcrys
code: The hunting ground erts now inform preds if nothing spawns and or
how many humans or xenos spawned in the ert
fix: The hunting grounds no longer gets effected by weather
fix: Pred bursts sound
/:cl:

* Automatic changelog for PR #8137 [ci skip]

* Removes psychic attacks from the game (#8283)

# About the pull request

You can no longer take a piece of paper and show it to xenos/yautja mid
combat, mentally stunning them

# Explain why it's good for the game

Psychic warfare has no grounds in this game

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: You can no longer show paper to non humans such as yautja or
xenomorphs.
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8283 [ci skip]

* Stat logging improvements (#8281)

# About the pull request

- round_caste_picks table now has a xenos_won boolean in it so my
queries aren't as ludicrously complex
- blocks admin-VVed xenos from counting

# Explain why it's good for the game

Makes trying to track things easier

* Automatic changelog compile [ci skip]

* Marine Death Tracking (#8294)

# About the pull request

Adds tracking for marine deaths in detail


# Explain why it's good for the game
More data tracking for me

# Testing Photographs and Procedure

![image](https://github.com/user-attachments/assets/4d861bb1-3fca-4770-ad9a-5052bd25e903)

* Fixes Rock Paper Scissors emotes (#8307)

# About the pull request

Fixes: #8300 

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Bug bad.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

* Marine Spec Tracking (#8305)

# About the pull request

Tracks the first 4 specs to pick their kits.

# Explain why it's good for the game

More data woo

# Testing Photographs and Procedure

![image](https://github.com/user-attachments/assets/63211206-13fd-4a1e-9e7d-904bc9faad1c)

* Fixes aghosted hellhounds being offered up (#8309)

# About the pull request

fixed #7430


hellhounds are no longer offered up when staff aghosts
# Explain why it's good for the game
bug fix is good, 


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Hellhounds no longer get offered up to the "Join as Hellhound"
button if the admin inhabiting it aghosts
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8309 [ci skip]

* Fixes xenos being blocked by fire man carrying (#8310)

# About the pull request
totally original code not taken from #3960
fixes #3951 

# Explain why it's good for the game

bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Xenos are no longer blocked by people who are fireman carrying
code: Replaces one letter vars
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8310 [ci skip]

* Fixes non humans being given psychic whisper. (#8311)

# About the pull request

fixes #7587
fixes #8108
# Explain why it's good for the game

fixes


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Synthetics and non-humans can no longer get psychic whisper through
research.
code: encephalophrasive no longer applies on touch since it lasts
forever otherwise
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: harry <me@harryob.live>

* Fixes queen being unable to gib hosted marines (#8316)

# About the pull request

fixes #8167 as he forgot to remove an extra check
# Explain why it's good for the game

bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: Queens can now properly gib anyone regardless of their host
status.
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8311 [ci skip]

* De-freakifies and removes one letter vars from regurgitate code (#8315)

# About the pull request

Remvoes some one letter vars, and changes around some text from
devouring people.

# Explain why it's good for the game

we dont need to be this freaky.
one letter vars bad


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
code: Replacces some one letter vars in carbon.dm
spellcheck: Replaces mentions of "belly" with "stomach" in game the
tutorial(s).
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8316 [ci skip]

* Automatic changelog for PR #8315 [ci skip]

* Fixes evolutio button being taken away if you reset your strain while at full evo (#8313)

# About the pull request
Fixes #8036 (probably) i tested it to the best of my abilities and it
worked

# Explain why it's good for the game

bugfix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Evolution button no longer gets deleted when you reset your strain
while at full evo.
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8313 [ci skip]

* Returns click delay to pred melee weapons (#8297)

# About the pull request

adds click delay from clicking empty adjacent tiles back to predator
weapons. requested by @Strobia

# Explain why it's good for the game
helps prevent cheating via autoclickers, so stuff like this doesn't
happen:



https://github.com/user-attachments/assets/879bb573-7d0f-4cb4-8968-4e8ad7c957b9



# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


https://github.com/user-attachments/assets/0caf232f-3c61-4558-81da-f79cedff3e85

</details>


# Changelog
:cl:
balance: Predator melee weapons now have click delay for clicking on
empty adjacent tiles.
/:cl:

* Automatic changelog for PR #8297 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes being able to use telekinesis to make paper appear in your hand (#8325)

# About the pull request

fixes #6963


# Explain why it's good for the game

bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: You can no longer use telekinesis to grab paper from far away.
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Fixes extuingishers being able to take harmful chemicals (#8329)

# About the pull request

You can now only fill extuingishers with non harmful chemicals

# Explain why it's good for the game

bugfix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Extuingishers can no longer be filled by harmful chemicals
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Fixes smartpack light not turning off on death and removes some one letter vars (#8332)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

fixes #8326

# Explain why it's good for the game

bug fix


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
label your changes in the changelog. Please note that maintainers freely
reserve the right to remove and add tags should they deem it
appropriate. You can attempt to finagle the system all you want, but
it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
fix:Synthetic backpack light now properly turns off on death.
code: Removes some one letter vars from smartpack code.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* fixes CAS ammo not updating its icon after ammo transfer (#8341)

# About the pull request

see title

# Explain why it's good for the game

fix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: fixed cas ammo's icons not updating after ammo transfer
/:cl:

* Automatic changelog for PR #8325 [ci skip]

* Fixes mutated hive having no hugger icons (#8328)

# About the pull request

fixes #8266


# Explain why it's good for the game

bugfix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Mutated hive hugger icons work again.
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Fixes dead huggers being useable (#8321)

# About the pull request
Fixes #8320
# Explain why it's good for the game

bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Dead huggers can no longer be used to hug people
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Suit Fix (#8338)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->
uniforms can no longer be removed if you are wearing armor
(stripping still works like usual this change only affects your own
character)

# Explain why it's good for the game
Closes #1182 
2022 issue lmao

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Uniforms can no longer be removed if you are wearing a suit on top
of it
/:cl:

---------

Co-authored-by: harry <me@harryob.live>

* fix OT rocket explosions only going in one direction (#8275)

# About the pull request

see title
Closes #8113

# Explain why it's good for the game

directional explosions is an unintentional devastating nerf for
explosive ot rockets, this fixes that

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: fixed ot rocket's blast wave only going in one direction
/:cl:

* Automatic changelog for PR #8328 [ci skip]

* Automatic changelog for PR #8329 [ci skip]

* Fixes praetorian acid ball using plasma if you cancelled the do_after, again (#8331)

# About the pull request

Fixes praetorian acid ball using plasma if you cancelled the do_after
unlike #5486 whoever made that sucked
# Explain why it's good for the game

bugfix


# Testing Photographs and Procedure
<details>


![image](https://github.com/user-attachments/assets/e54c19a8-8c8a-4aba-aebc-c4e5530d7e4d)

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Praetorian's acid ball no longer uses plasma if you cancel / do not
use it.
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* fixes ASO jacket vendor icon showing up as a bloodbag (#8344)

# About the pull request
Fixes #7198 

# Explain why it's good for the game
We are vending the ASO Jacket, not a bloodbag

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/user-attachments/assets/60ff79e0-7357-42d9-86c4-2b5b6034b04a)
</details>


# Changelog
:cl: Mikrel0712
fix: ASO Jacket icon in the vendor now shows up as the actual jacket
instead of a bloodbag
/:cl:

* Commanding Officer Career paths [rp fluff] (#8253)

# About the pull request

Adds a bunch of career paths for CO's to choose from.
practical revive of #3999 with HOPEFULLY better code (probably not)

# Explain why it's good for the game

RP Fluff, requested by senator and cool stuff is always cool.


# Testing Photographs and Procedure
<details>


![image](https://github.com/user-attachments/assets/991bba06-729e-43ae-8181-a25116838801)


![image](https://github.com/user-attachments/assets/77fe117f-4df2-462b-b2fd-a61f5ee58f64)


![image](https://github.com/user-attachments/assets/fee566dc-c3f1-4d70-aa75-a986ac6ef37b)


</details>


# Changelog
:cl:
add: Adds a bunch of career options for the commanding officer
whitelist, currently only used for fluff and RP.
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: ihatethisengine <115417687+ihatethisengine@users.noreply.github.com>
Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>

* Automatic changelog for PR #8331 [ci skip]

* Automatic changelog for PR #8332 [ci skip]

* fixes synth NVGs bugging out and breaking (#8335)

fixes #7702 

# Explain why it's good for the game

synths having their NVGs bug out and blind them is unintended

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>


https://cdn.discordapp.com/attachments/490668342357786645/1335745530692894852/Timeline_24.mov?ex=67a14977&is=679ff7f7&hm=60d04e89b300a0fe6019e4dc288d646c5d7450061a3f9f8996885c73437387ca&

</details>


# Changelog
:cl:
fix:Synth NVGs no longer bug out and blind them
/:cl:

* Automatic changelog for PR #8341 [ci skip]

* Fixes boiler speed being stuck if you buy a strain while zoomed in (#8342)

# About the pull request

fixes: #8339

cant buy strains while zooming anymore


# Explain why it's good for the game
bugfix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixes boiler speed being stuck if you buy a strain while zoomed in
/:cl:

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8321 [ci skip]

* Automatic changelog for PR #8342 [ci skip]

* Queen no longer stomps resting and dead xenos (#8312)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->
QoL good , Bug = bad

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:

fix: Queen no longer stomps on dead and resting xenomorphs

/:cl:

* Automatic changelog for PR #8312 [ci skip]

* Automatic changelog for PR #8338 [ci skip]

* Replaces a Security Cabinet on LV624 (#8286)

# About the pull request

fixes #8285 

replaces the Security Cabinet in the Office with a regular one.

# Explain why it's good for the game

Colony cabinets magically spawning with USS Almayer information is bad.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
maptweak: Replaced the Security Cabinet in the Security Office on LV624
with a regular Cabinet. Almayer Crew Records should no longer spawn.
/:cl:

* Automatic changelog for PR #8275 [ci skip]

* Automatic changelog for PR #8286 [ci skip]

* Fixes airlock assemblies being unslashable (#8324)

# About the pull request

fixes #7287
You can now slash airlock assemblies apart

# Explain why it's good for the game
bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Airlock assemblies are no longer unslashable.
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8324 [ci skip]

* Fixes perma holocards being appliable to non-perma (#8322)

# About the pull request

fixes #8319
You can no longer apply the black holocard to people who are still
revivable

# Explain why it's good for the game

bugfix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: You can no longer apply the black holocard to people who are still
revivable
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8322 [ci skip]

* Automatic changelog for PR #8344 [ci skip]

* Ports "Adds a Chat Reliability Layer" 2: The Reliabaling (#8264)

# About the pull request
Possibly it didn't work before because of a misname var that wasn't
caught lol
Fixes #64
Credit to https://github.com/tgstation/tgstation/pull/79479 and
https://github.com/tgstation/tgstation/pull/79819
Everyone knows that chat will just eat your messages now and then, isn't
that annoying?
What if SSchat was smart enough to keep track of your messages and
notice when you didn't get one?
Well, now it can!
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Chat messages poofing into the aether is bad, really bad.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: ZephyrTFA, san7890, Nivrak
add: Chat Reliability Layer
code: TGUI chat messages now track their sequence and will be resent if
the client notices a discrepenency
/:cl:

* Automatic changelog for PR #8264 [ci skip]

* Automatic changelog for PR #8253 [ci skip]

* Fixes heal nodes infinietly adding the aura/heal to resting dead xenomorphs (#8333)

# About the pull request

fixes the healing / aura effect from recovery nodes applying to dead
xenos / xenos who died while resting

# Explain why it's good for the game

bugfix


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: fixes the healing / aura effect from recovery nodes applying to
dead xenos / xenos who died while resting
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8333 [ci skip]

* Makes dropship medevac equipment screen able to see stasis bags (#8301)

# About the pull request

Lets dropship pilot see which stretchers have stasis bags from the
console. These are currently incorrectly showing as "Empty"
Fixes #7232 

# Explain why it's good for the game

Fixes a bug and inconsistency with the manual picklist. Avoids one
argument between pilots and medics.

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>


![Dropship_equipment_medevac_compare](https://github.com/user-attachments/assets/e630f3cf-9e7a-4c5c-af16-479a80c0bdca)

</details>
Tested that medevac system could see and fly to stretchers, whether
loaded with humans or cryobags.

# Changelog

:cl:
fix: Dropship weapon console can see stasis bags in activated stretchers
instead of "Empty"
/:cl:

* Automatic changelog for PR #8301 [ci skip]

* Fixes queens being able to leader dead xenos (#8323)

# About the pull request

fixes #7309
Queens can no longer leader the dead

# Explain why it's good for the game

bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Queens can no longer leader the dead.
code: Removes one letter vars
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8323 [ci skip]

* multifaction crew monitor (#8224)

# About the pull request

Allows the crew monitor consoles to be multifaction. As of the moment it
is not possible to have one crew monitor be multifaction and another not
be, assuming they share the same base faction. Whichever is loaded first
is how it will be done, though multifaction can be added mid-round with
an easy var-edit

# Explain why it's good for the game

Consistency, and makes more sense for WY which is still split between
PMCs and non.


# Testing Photographs and Procedure

![image](https://github.com/user-attachments/assets/4130bee8-2417-404d-bfea-24e99a685bdd)


# Changelog
:cl:
add: Added multifaction support to crew monitors
fix: cl not showing up on crew manifest
add: Giving Survivors/Other factions with IFF will let you track them.
/:cl:

---------

Co-authored-by: forest2001 <forest2001@cm-ss13.com>
Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com>
Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8224 [ci skip]

* Automatic changelog compile [ci skip]

* Fax Responder Languages Fix (#8185)

# About the pull request

Gives fax responders all human languages and fixes access to Almayer
general radio.

# Explain why it's good for the game

Alt-Faction Fax Responders currently can't speak their own languages.
That's not ideal.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Fax Responders now understand all human languages.
fix: CL Radio Key now appropriately gives access to Almayer General
Comms.
/:cl:

---------

Co-authored-by: forest2001 <forest2001@cm-ss13.com>

* Automatic changelog for PR #8185 [ci skip]

* Fixes synthetic limbs being named wrong (#8330)

# About the pull request

fixes : #6923

# Explain why it's good for the game

bugfix

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Synthetic limbs are now named properly
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8330 [ci skip]

* fixes dragging sometimes being offset weirdly (#8237)

this whole block of code existed to offset the window bar at the top of
tgui windows when we're not using fancy mode

but if we're not using fancy mode, we don't need to bother calculating
this stuff anyway, because we don't use that drag mode

and if we are using fancy mode, the offset will always be 0,0

:cl:
fix: fixes tgui windows sometimes offsetting weirdly
/:cl:

weird!

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>

* Automatic changelog for PR #8237 [ci skip]

* Fixes a few cases of round() being floor() (#8348)

# About the pull request

So, `round()`, if only provided 1 arg, is actually `floor()`. This
behavior is kept in solely because it's legacy behavior that code may
depend on. As such, I'm moving our 4 cases of it to not use this
behavior.

A thank you to Kapu for providing the regex
`\bround\s*\((\s*[^,()]*\s*\))` to help find these cases.

# Explain why it's good for the game

Clarifies a few edge cases to be less ambiguous and depend less on
deprecated legacy behavior.

* Fixes accidental border dragging (#8353)

# About the pull request
Fixes accidental border dragging by removing the side padding.
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Prevents accidentally dragging the border and resizing the client
window. See video for an example.
Literal ided issue as I've killed myself several times by doing this
when trying to dash out of CAS etc.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.


https://github.com/user-attachments/assets/8aee5f1f-a37e-47c7-a8b1-eb63a054ff2f

</details>


# Changelog
:cl: thebleh
qol: Removed client window side padding to prevent accidental dragging
/:cl:

* Automatic changelog for PR #8353 [ci skip]

* Opening a stasis bag now displays a message (#8352)

# About the pull request

Opening a stasis bag now displays a message about who opened it.

# Explain why it's good for the game

Actions that could be grief (like opening a stasis bag when someone is
hugged inside it) should display a message. This will settle any debate
of "who opened the bag". Besides, there's already a cooldown to prevent
spam.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
qol: message added when someone opens a stasis bag
/:cl:

---------

Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8352 [ci skip]

* Adds distant evo screeches  (#8354)

# About the pull request
Adds distant evo screeches when a new xeno evolution becomes available
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Atmospheric and pretty cool, this also adds an indication that king is
available for marines which was missing before.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Added distant screeches when a new xenomorph evolution becomes
available
/:cl:

* Automatic changelog for PR #8354 [ci skip]

* Fixes CO's not having techweb access / not having the icon (#8356)

# About the pull request

for some reason a faction designation is necessary now

# Explain why it's good for the game

fixes a bug


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: fixes an issue with CO's not being able to access the techweb,
tacmap and get their icon.
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>

* you can no longer devolve from drone as the last xeno alive or if theres no other canditates. (#8299)

# About the pull request

closes #7993
as commented by
https://github.com/cmss13-devs/cmss13/issues/7993#issuecomment-2594910115

# Explain why it's good for the game

Should stop people from de-evolving from drones etc to stop delaying

<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog


:cl:
add: You can no longer devolve from being a drone as the last xenomorph
alive
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8356 [ci skip]

* CMB Fax Responders start as a Deputy now (#8186)

# About the pull request

CMB Fax Responders start as a Deputy, then rank up to Marshal at 25
Hours (Silver Medal for you ungabrains)

# Explain why it's good for the game

Rank Consistency is good, Fax Responders should start as a relatively
lower rank, THEN get the big dick rank once they actually play it for a
while, this is already done for the WY, UA, UPP, and TWE Responders, why
not CMB too?


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: CMB Fax Responders now start as a Deputy, then rank up to Marshal
at 25 Hours of Playtime.
/:cl:

* Automatic changelog for PR #8299 [ci skip]

* Automatic changelog for PR #8186 [ci skip]

* APC Linting (#7856)

# About the pull request

This PR is an new unit test to ensure all areas have a single APC if the
area has machines that require power. This test runs two times. Once
during lobby, and then again after game start. This is so maps can be
tested without nightmare inserts too.

To run a unit test pre-game, it just needs to set the `stage` var
accordingly. The reason why I duplicated the `/Run` proc is just so the
TG test explorer would detect it in its regex.

# Explain why it's good for the game

When an APC is not present, it is effectively always powered (at least
if that powernet has power). An area can explicitly allow this (or force
unpowered), but if it doesn't then it ought to have a single APC.

# Changelog
:cl: Drathek Nanu
add: Added unit test to check whether areas needing power have a single
APC
add: Unit testing can now be performed during pre-game
fix: Fixed various machines that didn't actually use power still marked
as requiring power
fix: Fixed /obj/structure/closet/secure_closet/freezer/industry not
properly using the area's power
maptweak: Fixes, adds & changes areas on all maps to make more sense.
maptweak: Fixes areas that should have APC's getting them, also fixes
areas that had more than one APC.
maptweak: Minor bugfixes, and moving some non-significant objects
around.
/:cl:

---------

Co-authored-by: Nanu308 <59782240+Nanu308@users.noreply.github.com>

* Automatic changelog for PR #7856 [ci skip]

* feat: migrate security records console to tgui (#8191)

# About the pull request

Purpose of this PR is to refactor and modernize security records console
code.

Security records console (and other records consoles overall) have been
not updated properly for long time and contain a lot of technical debt.
A lot of functionalities were not intuitive, didn't work properly or
didn't work at all.

This PR tries to fix that and basically changes most of the security
console code, at the same time keeping core functionalities working the
same/as they should.

I've tested my changes locally, but testing under higher load would help
ensure stability.

# Explain why it's good for the game

Core of the console functionalities didn't change much, but it's quality
of life improvements.

Players are now able to use modern UI while accessing security records
console.
It provides better user experience, handles states and inputs in modern
way.

Records fields updates and validation are now more generic and
extendable.
It creates good base for future features, as code is now easily
manageable and maintainable.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Reworked Security Record view

![image](https://github.com/user-attachments/assets/9ac9d0af-4519-440e-9980-540f05888e56)

Reworked Security Records list

![image](https://github.com/user-attachments/assets/a9c39b28-11ce-4e16-bba8-71d41166bda2)

Reworked Fingerprint Scanner view

![image](https://github.com/user-attachments/assets/f886756f-f97b-4da7-baed-97ccf2eb82c7)

Assigned icons for fingerprints and security records

![image](https://github.com/user-attachments/assets/d6e13f95-19f2-48a4-926f-3ad5be087dc3)

Custom mugshot photo interface

![image](https://github.com/user-attachments/assets/64745745-c240-4329-9ad0-bc806beb48f8)

</details>


# Changelog
:cl:
add: migrate security records console to tgui
fix: highcom cannot change rank in record
fix: photo in security records console does not show
fix: photo in security records console cannot be updated
fix: fingerprint scanner report cannot be viewed if clue detector is not
ejected and cleared
qol: add focus and listen on enter in inputs of security console
qol: add cursor pointer to TGUI Button component
refactor: refactor security records console code
code: security records client side sorting and filtering
/:cl:

There are many more, but I don't want to bloat this PR changelog

---------

Co-authored-by: harry <me@harryob.live>

* Automatic changelog for PR #8191 [ci skip]

* Revert "Only Show Discord Certify Verb When No Link" (#8363)

Reverts cmss13-devs/cmss13#7334

i actually think it was good and useful that it told players the next
steps when they were attempting to press the button again

* Mitigates bug with opened locked lockers (#8371)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

It's possible for lockers to be both opened and locked at the same time,
and the code won't let you close or unlock them in this state. I don't
know what allows them to be opened and locked in the first place
(probably an issue with the automatic stuff that happens when going to
and from red alert). In any case we should let people unlock if this
happens.

# Explain why it's good for the game

mitigates bug


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
label your changes in the changelog. Please note that maintainers freely
reserve the right to remove and add tags should they deem it
appropriate. You can attempt to finagle the system all you want, but
it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
fix: mitigates bug where you can't close or unlock an opened locked
locker
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->

* Automatic changelog for PR #8371 [ci skip]

* Automatic changelog compile [ci skip]

* Makes the vendor inflation announcements silent (#8349)

# About the pull request

Makes the frequent announcements about souto being 5% more expensive or
whatever not play sound for anyone. (Also tried to improve the one
letter var situation)

# Explain why it's good for the game

I feel like playing interference.ogg for such a frequent fluff-RP
"event" a little annoying and pointless. (If the consensus is that I'm
being a grinch then you can reject this PR, no problem.)


# Testing Photographs and Procedure

I did test it on local and it worked.


# Changelog
:cl:
sounddel: the vendor inflation event no longer plays sound
/:cl:

* Automatic changelog for PR #8349 [ci skip]

* Yautja falcon tracker and Mark through walls (#7905)

# About the pull request

Allows Yautja to source their tracking location from an active falcon
drone.

# Explain why it's good for the game

Can already mark from the drone, difficult to accurately mark remote
gear carriers if the location is relative to the original Yautja mob.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: Yautja can now track gear relative to their active falcon drone.
add: Yautja can now mark through walls and don't need direct line of
sight.
/:cl:

* Automatic changelog for PR #7905 [ci skip]

* Fixes infinite attachements (#8302)

# About the pull request
closes #7079 hopefully

Makes restocking attackby instead of draging on

# Explain why it's good for the game

fixes are good

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: fixes being able to infintely dupe weapon attachements
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>

* Automatic changelog for PR #8302 [ci skip]

* Automatic changelog compile [ci skip]

* fixes small announcements bug (#8383)

# About the pull request

https://github.com/cmss13-devs/cmss13/pull/8349 causes the boatswain
sound announcements to get signed by '1' - woops - this aims to fix that

# Explain why it's good for the game

i hate 1


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: minor signature bug fixed with 'all hands on deck' announcements
/:cl:

* Adds a few items to SecTech and fixes ads/slogans. (#8374)

# About the pull request

Adds camera, camera film, tape recorder, clue scanner to SecTech.
Changes ads/slogans to be in line with the coding of other vendors
(well, with the Eat an EAT vendor anyways, I know that vendor works).

# Explain why it's good for the game

I feel like these items are all things that lead to HRP behavior, and so
I don't think any of these additions would be controversial - am I
wrong? Also shoutout to https://github.com/cmss13-devs/cmss13/pull/8191
for making it so adding photos to security records works! It's very
cool, and it's what led me to make this PR. And the ads/slogans thing is
a bug, I think these are never broadcasting.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
qol: Adds camera, camera film, tape recorder, clue scanner to SecTech.
fix: Code fixed for sectech machine ads/slogans.
/:cl:

* Automatic changelog for PR #8383 [ci skip]

* Automatic changelog for PR #8374 [ci skip]

* Corporate Dome Nightmare Insert Expansion (#7893)

# About the pull request


![goonreduxdeux](https://github.com/user-attachments/assets/16e79ce4-9e64-47f9-82c9-7be1d4b7f8ff)


Adds engi, medic, and TL to corp dome nightmare insert. Changes some
other fluff stuff like factions so they appear in the WY tab and the MD
in the insert doesn't ping on goons. Adds flavor uniforms for goon med
and engi with different sprites (credit to vandie)

# Explain why it's good for the game

engis and medics and TLs incentivize people to stick together and
cooperate with their fellow man instead of hiding or running off or
whatever. facilitates more interesting roleplay. Everything else is
minor detailing and fluff like faction tabs and alt uniform sprites.

# Testing Photographs and Procedure
<details>
<summary>In game</summary>


![engimed](https://github.com/user-attachments/assets/60a1c1cd-b82e-4ae1-8d58-d997809c51dc)





</details>


# Changelog
:cl:
add: Goon Medic
imageadd: New alt uniforms for goon techs and medics
maptweak: Corporate Dome nightmare insert now has a medic, engi, and TL.
/:cl:

---------

Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com>

* Automatic changelog for PR #7893 [ci skip]

* Door floating pixel fix (#8385)

# About the pull request

fixes a small sprite issue on the solid medidoor.

# Explain why it's good for the game

floating pixel = bad

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>


![door](https://github.com/user-attachments/assets/c652de78-584b-497c-a7a1-4bfd5f3df7ab)

</details>

# Changelog

:cl:
fix: fixed a floating pixel on the solid 2x1 medidoor.
/:cl:

* Automatic changelog for PR #8385 [ci skip]

* Warden Praetorian rework (tm) (#7607)

# About the pull request
Reworks warden in to a more melee focused support caste, i need this tmd
to see the castes shortcomings and if some things are busted to expand
on it further.

# Explain why it's good for the game

A caste like warden is un-fun to play against, in many circumstances
anything that ! instantly ! gives you healing is really hard to
"counter" and strong, and warden is built in such a manner that you can
practically always just sit back spitting and being in safety while
getting reserves. (especially with warding)

While you do have to get in close to heal somebody, majority of the time
it just doesnt matter as you're getting in and out and your healing
heals you and the person. While such a powerful ability would be fine
otherwise, theres barely any risk involved in most cases and i think
it's uninteresting to have such an un-involved strain be this powerful.

Valkyrie tries to remedy this by adding a more in-your-face sort of
gameplay that makes it very deadly in cqc, the drawback being you have
to get close. Removing the biggest problem of the instant heal, you have
better buffs like rejuvenation on a bigger scale, armor buffs that apply
both to you and a target, and heal per slash which isnt instant and not
major enough to mean that you'll be surviving forever.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: Reworks warden into the Valkyrie
add: Valkyrie tail stab extuingishes people you stab. This goes for
/anything/ so you can save caps on fire or your allies.
add: Tantrum ; You can click on a xenomorph to give them [15] armor,
while giving yourself [10] armor, during tantrum your slashes heal more.
This lasts 3 seconds for the target, 5 seconds for yourself.
add: High Gallop: An ability that knocks people down infront of you, in
a 2x3 radius. Also sends back grenades.
add: Fight or Flight: A ranged rejuvenation that rejuvenates (removes
stuns, slows weakens etc etc) scaling its range with your rage
add: Valkyrie slashes heal you and people 3 tiles next to you at a 15 to
yourself and 15 to allies, while BUFFED (red outline) 30 to yourself and
30 to allies
/:cl:

---------

Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
Co-authored-by: ihatethisengine <115417687+ihatethisengine@users.noreply.github.com>
Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
Co-authored-by: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com>

* Automatic changelog for PR #7607 [ci skip]

* Automatic changelog compile [ci skip]

* Adds a Forensic Refiller Tank (#8390)

# About the pull request

Adds a Forensic Refiller Tank, operates the same as the pepper spray
refiller.

# Explain why it's good for the game

Having to buy a new spray bottle every single time I run out of forensic
reagent is kinda annoying.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
qol: Added a Forensic Refiller Tank, which you can use to easily refill
your Forensic Spray Bottles from.
/:cl:

* Automatic changelog for PR #8390 [ci skip]

* Ignore out of rotation maps in CI (#8393)

# About the pull request

This PR adds a map_to_ignore text file which is used to limit the
maps_output result for the "Find Maps to Test" portion of CI.

I have also updated the alternate test to latest 516.

# Explain why it's good for the game

We no longer want to maintain maps that are not in rotation.

# Testing Photographs and Procedure
See checks.

# Changelog

No player facing changes.

* Adds surv tracking metrics (#8391)

# About the pull request

Tracks how many survs there are, how many there were total, and how many
xenoes have died. Called 7 minutes after roundstart, at drop, and 7
minutes after drop.

# Explain why it's good for the game

Numbers good


![image](https://github.com/user-attachments/assets/dd0928a1-c04b-4a5d-bf01-88797cefca8b)

(NULL has been cleaned up)

* APC Terminal Checking (#8388)

# About the pull request

This PR is a follow up to #7856 adding/fixing a few things:
- APCs are now required to be on either a `/turf/open/floor` or a turf
that is deemed not a `intact_tile` to try to ensure that the terminal is
either exposed or exposable (technically though a floor that doesn't
implement a way to expose itself would still be a problem though)
- Multiple APCs failure now has their coordinates listed out in the
failure message
- Focused unit testing now will properly skip a stage if the focus
testing only applied to a different stage (only really applicable to
testing locally)

# Explain why it's good for the game

Fixes #8347 

# Testing Photographs and Procedure
See checks.

# Changelog
:cl: Drathek
add: Areas Unpowered unit test now checks for APCs on non-floor tiles
(if they are also deemed intact aka not exposed)
fix: Focused unit testing now properly skips stages if the focus only
applies to a different stage
maptweak: Fixed inaccessible APC terminals on basically all maps
/:cl:

* Automatic changelog for PR #8388 [ci skip]

* M5 Camera Gear (#8139)

# About the pull request

Fine, I'll do it myself.

# Explain why it's good for the game


![404348689-ba612dda-4489-464d-960a-c3bf3d433155](https://github.com/user-attachments/assets/908f115b-cf1c-49d6-83f5-afaf20dcade9)

Command should not need to suffer because people refuse to put their
helmets or want some drip


# Testing Photographs and Procedure

![2025-02-06_22-55-37](https://github.com/user-attachments/assets/d1497923-74e5-403f-84f0-393613e83914)

All credits for sprites to @SubjectD9341 

# Changelog
:cl: ihatethisengine, Nivrak, forest2001, SubjectD9341
add: Added the M5 Camera Gear, an ear-mounted camera that works with
Overwatch consoles. Small numbers can be found in surplus uniform
vendors.
/:cl:

---------

Co-authored-by: forest2001 <ingram.josh@gmail.com>
Co-authored-by: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com>

* Thrall Overhaul (#7880)

# About the pull request
This PR is going to majorly buff yautja thralls.
Here is the list of things thralls will get:
thrall armor is buffed to no longer be complete ass
when a predator links their bracer to the thralls, the thrall becomes a
hero mob. This means they will no longer trigger traps, be slowed by
weeds, get IB, or get fractures.

for the predator that thralls someone, they will now have two new ways
to threaten their slave. First they can remotely stun their thrall (10
second stun).
and if they're really being a shitter then you can remotely set their
bracer to SD (will also stun them so they can't run into anyone) and gib
them just like how normal pred SD works


# Explain why it's good for the game

Currently thralls kind of suck. Their armor barely protects them from
anything, and they die to practically everything since they can't use
guns. Becoming a thrall is literally just a death sentence. One warrior
grab and you're dead.
This PR should bring thrall up to not OP levels, but somethin…
@Zonespace27 Zonespace27 merged commit 894a5fb into nullcheck-client-carbon Oct 17, 2025
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