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@Majkl-J Majkl-J commented Aug 21, 2024

About The Pull Request

I was trying to fix an unrelated bug with abductors on a downstream that I'm not even sure exists on here and found another unrelated bug.

Turns out polling always returns the list of a requested size, except it fills in the empty spots with nulls.
image

This makes this check completely broken, and runtimes abductors trying to spawn with null clients, making the one lone abductor spawn naked on the shuttle.
image

There might be an issue open for this but I was unable to find one

Why It's Good For The Game

Uuuuh bugfix good.

See it working here
image
image

Changelog

🆑
fix: SSPolling no longer fills in the candidate list with empty entries to guarantee it returns a list size of amount_to_pick
/:cl:

@ZephyrTFA ZephyrTFA merged commit 888e6ff into tgstation:master Aug 25, 2024
23 checks passed
comfyorange added a commit that referenced this pull request Aug 25, 2024
@Majkl-J Majkl-J deleted the poll-fix branch August 25, 2024 10:51
This was referenced Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Aug 30, 2024
@tgstation-ci tgstation-ci bot mentioned this pull request Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Aug 30, 2024
@tgstation-ci tgstation-ci bot mentioned this pull request Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Aug 30, 2024
@tgstation-ci tgstation-ci bot mentioned this pull request Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Aug 30, 2024
@tgstation-ci tgstation-ci bot mentioned this pull request Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Aug 30, 2024
tgstation-ci bot added a commit that referenced this pull request Sep 3, 2024
… enough candidates are available (#86012)""

This reverts commit 5cb4ec5.
tgstation-ci bot added a commit that referenced this pull request Sep 3, 2024
This pull request replays #86012 onto the wallening revert branch.

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Ghommie added a commit that referenced this pull request Sep 3, 2024
This PR is reverting the wallening by reverting everything up to
8868a5d and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Ghommie pushed a commit that referenced this pull request Sep 28, 2024
…yers picked (#86912)

## About The Pull Request

So this was caused by the change in
#86012 .

They tried to fix a case for polls with `amount_to_pick` set to _greater
than 1_ having null entries in the returned lists, and succeeded at
that.

However, in doing so they messed up the control flow of the proc such
that now it's returning early with an empty `list()` whenever the amount
is _equal to 1_.

The assumption was, when `amount_to_pick` was equal to 1 specifically
then the return value would be either a `null` value or the valid mob.
However, now what was being returned was either a `list()` or the valid
mob because that code was no longer ever being reached.

For example


![image](https://github.com/user-attachments/assets/e49fe031-7120-4a17-8bba-3c5054a90fae)


![image](https://github.com/user-attachments/assets/c7ae27a8-1dce-4fcd-9f19-fcde417f7695)

Fixes NovaSector/NovaSector#4427

Fixes both bugs in a way that should not cause any problems, and adjusts
documentation to make it clearer what the return value of this proc is
expected to be.

## Why It's Good For The Game

Fixes a bug that pretty much effects the majority of ghost polls as most
of them are only asking for 1 player.

## Changelog

:cl:
fix: fixes pulsing tumor failing to spawn the elite if no ghosts respond
to the poll and leaving you in a bugged state, and possibly other
related issues
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
vinylspiders added a commit to NovaSector/NovaSector that referenced this pull request Sep 28, 2024
…yers picked (#86912)

## About The Pull Request

So this was caused by the change in
tgstation/tgstation#86012 .

They tried to fix a case for polls with `amount_to_pick` set to _greater
than 1_ having null entries in the returned lists, and succeeded at
that.

However, in doing so they messed up the control flow of the proc such
that now it's returning early with an empty `list()` whenever the amount
is _equal to 1_.

The assumption was, when `amount_to_pick` was equal to 1 specifically
then the return value would be either a `null` value or the valid mob.
However, now what was being returned was either a `list()` or the valid
mob because that code was no longer ever being reached.

For example


![image](https://github.com/user-attachments/assets/e49fe031-7120-4a17-8bba-3c5054a90fae)


![image](https://github.com/user-attachments/assets/c7ae27a8-1dce-4fcd-9f19-fcde417f7695)

Fixes #4427

Fixes both bugs in a way that should not cause any problems, and adjusts
documentation to make it clearer what the return value of this proc is
expected to be.

## Why It's Good For The Game

Fixes a bug that pretty much effects the majority of ghost polls as most
of them are only asking for 1 player.

## Changelog

:cl:
fix: fixes pulsing tumor failing to spawn the elite if no ghosts respond
to the poll and leaving you in a bugged state, and possibly other
related issues
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Iajret pushed a commit to Fluffy-Frontier/FluffySTG that referenced this pull request Sep 28, 2024
…yers picked (#86912)

## About The Pull Request

So this was caused by the change in
tgstation/tgstation#86012 .

They tried to fix a case for polls with `amount_to_pick` set to _greater
than 1_ having null entries in the returned lists, and succeeded at
that.

However, in doing so they messed up the control flow of the proc such
that now it's returning early with an empty `list()` whenever the amount
is _equal to 1_.

The assumption was, when `amount_to_pick` was equal to 1 specifically
then the return value would be either a `null` value or the valid mob.
However, now what was being returned was either a `list()` or the valid
mob because that code was no longer ever being reached.

For example

![image](https://github.com/user-attachments/assets/e49fe031-7120-4a17-8bba-3c5054a90fae)

![image](https://github.com/user-attachments/assets/c7ae27a8-1dce-4fcd-9f19-fcde417f7695)

Fixes NovaSector/NovaSector#4427

Fixes both bugs in a way that should not cause any problems, and adjusts
documentation to make it clearer what the return value of this proc is
expected to be.

## Why It's Good For The Game

Fixes a bug that pretty much effects the majority of ghost polls as most
of them are only asking for 1 player.

## Changelog

:cl:
fix: fixes pulsing tumor failing to spawn the elite if no ghosts respond
to the poll and leaving you in a bugged state, and possibly other
related issues
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
SynthTwo added a commit to IrisSS13/IrisStation that referenced this pull request Oct 2, 2024
commit 248191b0b1a4c5467b2403697b2e0bd4861381a8
Merge: abd74d39f67 22674e0fb58
Author: synthtwo <127706731+SynthTwo@users.noreply.github.com>
Date:   Wed Oct 2 01:41:51 2024 +0100

    Merge remote-tracking branch 'nova/master' into upstreamamamama

commit 22674e0fb581601e203df6362e402bb620a39002
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Tue Oct 1 02:07:04 2024 +0000

    Automatic changelog for PR #4441 [ci skip]

commit be99611a3a94c6912f67cf6e14d06e0fb81c426a
Author: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Date:   Mon Sep 30 22:06:34 2024 -0400

    Build(deps): Bump JamesIves/github-pages-deploy-action from 4.6.4 to 4.6.8 (#4442)

    Build(deps): Bump JamesIves/github-pages-deploy-action

    Bumps [JamesIves/github-pages-deploy-action](https://github.com/jamesives/github-pages-deploy-action) from 4.6.4 to 4.6.8.
    - [Release notes](https://github.com/jamesives/github-pages-deploy-action/releases)
    - [Commits](https://github.com/jamesives/github-pages-deploy-action/compare/v4.6.4...v4.6.8)

    ---
    updated-dependencies:
    - dependency-name: JamesIves/github-pages-deploy-action
      dependency-type: direct:production
      update-type: version-update:semver-patch
    ...

    Signed-off-by: dependabot[bot] <support@github.com>
    Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

commit 3f69bef81d4c4c6116740844d82b3f17be2c64f6
Author: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Date:   Mon Sep 30 19:06:19 2024 -0700

    Bandaid fix for IPCs missing hands. (#4441)

commit 68bd82d7c1d5748af18df8e7668f8c74661d7c27
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Tue Oct 1 02:05:27 2024 +0000

    Automatic changelog for PR #4444 [ci skip]

commit 77c84025038c97d1cb2743e7b26470eca1466101
Author: sqn <zephyrthebreeze@gmail.com>
Date:   Mon Sep 30 22:05:01 2024 -0400

    Fixes the disposals outside of Wawa's NTrep office. (#4444)

    the pipes yo

commit 5d02de2381326e2ee0f61bfeacd3ade362a08f04
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Sun Sep 29 00:51:10 2024 +0000

    Automatic changelog compile [ci skip]

commit 2ad2ace7e967ad124407406aef28706bde343f21
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 12:08:31 2024 +0000

    Automatic changelog for PR #4435 [ci skip]

commit 50c761af2ef838b1117768dd989c8d3be2f04177
Author: OrbisAnima <orbisanima@gmail.com>
Date:   Sat Sep 28 09:08:10 2024 -0300

    Remove the Jaunter Creature from the gold slime pool (#4435)

    * Remove the Jaunter Creature from the gold slime pool

    * also makes the creature incompatible with the belt.

    * add comments

    * Slight grammar change/move the biotypes flag addition to Initialize()

    In case upstream decides to change the initial flags at some point

    ---------

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

commit ec705edbcfa73c2df7d88ce6f3554ea72f9cb414
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 08:38:10 2024 +0000

    Automatic changelog compile [ci skip]

commit b97e8e867a171f7c3384f7002b86bd40b934be6c
Merge: 83f440be37b 0529ffd37ec
Author: Bloop <13398309+vinylspiders@users.noreply.github.com>
Date:   Sat Sep 28 04:37:14 2024 -0400

    Batch of TG PRs 9/28 (#4439)

    Includes everything up until this point.

    Autochangelogs included

commit 0529ffd37ec79fe13bb50a17fb5bae218df9268a
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:45:32 2024 +0000

    Automatic changelog for PR #86863 [ci skip]

commit 714a5482b7b6af35b7c393b29453215c1b402b21
Author: _0Steven <42909981+00-Steven@users.noreply.github.com>
Date:   Sat Sep 28 04:45:12 2024 +0200

    Fix imaginary friends not being able to hear their host, some minor adjustments (#86863)

commit ee1b444de1f1ffd044f194fbda08d9bb32776bd4
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:35:12 2024 +0000

    Automatic changelog for PR #86820 [ci skip]

commit dc006c301458454a9331fafc70f5bdb32287c25c
Author: _0Steven <42909981+00-Steven@users.noreply.github.com>
Date:   Sat Sep 28 04:34:18 2024 +0200

    Add NTNRC client to pAIs digital messenger (#86820)

    Just adds the NTNRC client to the pAI digital messenger software's
    starting programs.
    To avoid also giving this to the AI, creates a new silicon PDA subtype
    for pAIs and applies it similarly to borgs.

    It's already barely ever used, and I just think it'd be fun to let pAIs
    talk to the never-checked department consoles or open chatrooms with
    each other or their hosts.
    Currently you can do this by being in your host's PDA, but this means
    they couldn't use their PDA at the same time as you just... chatting.
    Nor could you share a chatroom with them, due to sharing the same
    account.
    Also the pAI cabal using the bootleg IRC client to plot their next move
    is just incredibly funny to me.
    :cl:
    balance: The pAI digital messenger software now includes the NTNRC
    client.
    /:cl:

commit 2183f4aa496677b944e13d7b3b3d2ef0cf2e7646
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:32:48 2024 +0000

    Automatic changelog for PR #86834 [ci skip]

commit bdecc6cf9a71d2c106b272309baf0321a6e2cd3a
Author: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Date:   Fri Sep 27 22:32:15 2024 -0400

    A smattering of boulder-related QOL and fixes. (#86834)

    This pull request does a little bit of cleanup that I came across awhile
    ago while looking at #85081, then forgot about, then came back up when I
    was looking at some additional cleanup that needed to be done.

    Reorganizes the handle_wave_conclusion function such that it can take a
    force arg, to force a ore vent to be completed for debug purposes.
    This also fixes a minor bug where vents, when successfully completed,
    will still show a warning alert that the waves were failed, and that the
    vent has closed up.

    Grammar fix to the examine of boulder processing machines.

    Moves the can-move behavior of boulders on conveyor belts and during
    regular stacking to an early return over a late return (Thank you
    Goofball for pointing that out).

    Artifact boulders will now default to their artifact icon_state whenever
    possible.

    Finally, adds an additional sanity check to boulder processing to check
    for custom material length, to attempt to avoid zero-content boulders
    existing and running into the afforementioned #85081

    Largely applies cleanup to several aspects of the boulder processing
    system, and a handful of (hopefully) performance related rearrangements
    to the existing layout of boulder processing code.

    I can't for sure say that it'll fix the linked issue, due to the fact
    that I could not for some reason re-create the issue in local testing,
    but I'm hopeful that it's some kind of nebulous sanity-related issue.

    Cleans up grammar in some spots, and provides a useful debug tool for
    admin purposes when you just want a vent to flip. Might be a good
    justification for a ore-manager admin panel later? 🤷

    :cl:
    fix: Artifact boulders should keep their alien icon even after a first
    round of processing.
    fix: Boulders are less likely to exist with zero materials after
    processing.
    fix: Boulders should be slightly less laggy on conveyor belts.
    fix: Grammar of refinery/smeltery examine is corrected.
    /:cl:

commit 06fa2217eac90aefb3b952922de638dabc389589
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:29:24 2024 +0000

    Automatic changelog for PR #86923 [ci skip]

commit ac453f00fea521bb98205b8f6a3509d24662fde0
Author: Tim <timothymtorres@gmail.com>
Date:   Fri Sep 27 21:28:59 2024 -0500

    Fix Meta and Wawa coldrooms (#86923)
    - Adds a coldroom air alarm mapping helper to Meta's medical coldroom so
    no alerts due to the cold.
    - Mark coldroom area for kitchen backroom with included APC/Atmos alarm.
    The atmos to these areas are really cold and will trigger normal atmos
    alarms so they need special ones.
    :cl:
    fix: Fix Meta's medical freezer air alarm to not trigger on cold temps.
    Fix missing atmos alarm in Wawa kitchen coldroom.
    /:cl:

commit aff894579f4ca04b4cba3032dddb71aa217d7f34
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:28:22 2024 +0000

    Automatic changelog for PR #86922 [ci skip]

commit fc18003911edd602f202141e6217335d610a7d78
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:28:10 2024 +0000

    Automatic changelog for PR #86910 [ci skip]

commit 6aebe79211b30429e8b360f9ee5e9eb94b4a9dda
Author: Sealed101 <cool.bullseye@yandex.ru>
Date:   Sat Sep 28 05:28:03 2024 +0300

    Adjusts offset values for Nukie Infiltrator shuttle's nav console so it's actually centered (#86922)

    The Infiltrator, in a vacuum of its map file, is facing _NORTH_, the
    docking port thinks that the shuttle is facing _NORTH_, and the docking
    port itself is pointed towards _EAST_ (`port_direction = 4`). In times
    past, this was good and well, the navigation console would properly
    center the shuttle preview as its offset values dictated. Then the nukie
    base got a rework. That made it so the shuttle is docked facing _SOUTH_,
    and since that moves the entire shuttle around, the docking port is now
    actually facing _WEST_, while still thinking the shuttle is facing
    _NORTH_, which in turn fucks up `CreateEye()` for the nav console, and
    the preview is spawned completely off-center. This sucks, this blows,
    this is awful, please scream at a coder, etc etc.

    So here's the thing. The ideal solution here is probably actually
    flipping the shuttle's map file so it's facing _SOUTH_, then adjusting
    the docking port's vars to account for that and probably adjusting
    something else in the viscinity. What's done in the first commit here is
    instead a lazy removal of the offsets' `-` plus a comment. Go me.
    Anyway, I want some input on those solutions, so here's the PR.

    Actually centered nukie infiltrator shuttle preview, for once. Wow, that
    didn't take long at all.
    Surprisingly no issue opened for this one, but that's more likely
    because the previews were missing for [a long-ass
    while](https://github.com/tgstation/tgstation/issues/62203). Eh, if I
    find one, I'll close one.

    :cl:
    fix: A joint effort of Gorlex Marauders and MI13 tech support teams has
    finally managed to center the Syndicate Infiltrator shuttle's preview on
    the navigation console. Nuclear Ops teams sector-wide, rejoice!
    /:cl:

commit d1640ca9f22c05ee35591893511b5c9fc6c5db7d
Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Date:   Sat Sep 28 07:57:35 2024 +0530

    Fixes ethereal APC drain/charge attack (#86910)
    - Fixes #86908
    :cl:
    fix: Fixes ethereal APC drain/charge attack
    /:cl:

commit f625d0c733ba88f4500bde2f7ea1a8a0dd280904
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:26:34 2024 +0000

    Automatic changelog for PR #86917 [ci skip]

commit efd9d6f835d9b9913385aa079b9073b9df26cce8
Author: Tim <timothymtorres@gmail.com>
Date:   Fri Sep 27 21:26:09 2024 -0500

    Fix air alarms warning message to use pressure & temp settings (#86917)
    Air alarms had temp/pressure that were hardcoded to be dangerous
    temps/pressure for humans. This fixes it so that the temp/pressure is
    based on the settings used in the air alarm. So if a air alarm is
    ignoring pressure/temp then it doesn't give a warning message.
    If you want to ignore atmos checks for air alarms in certain areas, then
    it shouldn't be giving warning messages.
    :cl:
    fix: Fix air alarms warning message to use pressure & temp settings
    /:cl:

commit d405ae4d01625a076ad2df70be069704444676c5
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:25:44 2024 +0000

    Automatic changelog for PR #86918 [ci skip]

commit 33b53053fdc5dfb53520e06ca354726ba88cabc0
Author: Tim <timothymtorres@gmail.com>
Date:   Fri Sep 27 21:25:25 2024 -0500

    Fix air alarm not checking missing gases (#86918)
    Fixes #72841

    Air alarms only check the current gases in the environment. This means
    that any gas with a minimum threshold will not trigger if it is
    completely gone from the environment. (like oxygen)
    Better consistency.
    :cl:
    fix: Fix air alarm not checking missing gases
    /:cl:

commit 37ac4f9ea3e0a45c41ce360d004abb52f2755e92
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:25:16 2024 +0000

    Automatic changelog for PR #86791 [ci skip]

commit 19c80f37cb78af31f0c08d2c8e90cf62a48e3705
Author: _0Steven <42909981+00-Steven@users.noreply.github.com>
Date:   Sat Sep 28 04:24:56 2024 +0200

    Show a feedback message for whispers you cannot hear (#86791)

    In this pr we make it so, instead of doing an early return, whispers you
    cannot hear will display a feedback message along the lines of:
    `Angel Randolph says something, but you are too far away to understand
    him.`
    As long as you are capable of seeing them say something.

    This includes signing, as it uses the same logic.
    If they're not signing and you cannot hear at all, then it skips to the
    normal deaf messages.

    <details>
      <summary>Example Test Images</summary>

    The number after each message denotes the distance between speaker and
    listener.
    The first image is from the speaker's pov, the second from the
    listener's.

    no signing

    ![image](https://github.com/user-attachments/assets/eaf271e6-3174-40e5-8eec-647aba239e55)

    ![image](https://github.com/user-attachments/assets/272ef988-46ea-4c40-91a4-f55df2404d5b)

    signing

    ![image](https://github.com/user-attachments/assets/9ef54ff9-9a63-4291-800b-9adce2e00727)

    ![image](https://github.com/user-attachments/assets/acd76a99-8395-4e10-90c4-dc28aaf3d888)

    no signing

    ![image](https://github.com/user-attachments/assets/bf839a0e-8a0e-433c-b60e-d3e0677f6f39)

    ![image](https://github.com/user-attachments/assets/6da2e226-2149-45a5-9214-3e80bdd71c30)

    signing

    ![image](https://github.com/user-attachments/assets/3fcf08ea-81fb-4e1f-a3d7-4037c9d75635)

    ![image](https://github.com/user-attachments/assets/e20a4e7b-4fcd-4f2c-9bee-b1bf8cdd9e5d)

    no signing

    ![image](https://github.com/user-attachments/assets/963467b7-8cca-44d8-94f5-3f75d86f5e3a)

    ![image](https://github.com/user-attachments/assets/83793e34-b386-4595-8063-164915ff43e2)

    signing

    ![image](https://github.com/user-attachments/assets/1a8f220d-02f2-4def-826a-a313a35f4894)

    ![image](https://github.com/user-attachments/assets/248c5e46-ed9d-4f87-b1da-ed6a361228e4)

    no signing

    ![image](https://github.com/user-attachments/assets/d084a21b-c050-44ba-b16a-86a7b3d2aa4c)

    ![image](https://github.com/user-attachments/assets/7b797034-7b0d-4238-b2eb-135193cab5c7)

    </details>

    Currently, someone whispering grants zero feedback to listeners who are
    beyond 2 tiles (without good hearing), all they get is that the
    speaker's typing indicator disappeared. This makes it look
    indistinguishable from the speaker just having backspaced their message.
    This is _especially_ annoying with soft-spoken, as it tends to cause
    other players to disengage, because to them you just didn't press enter
    if they left your immediate range before you finished speaking.

    But even outside of that, arguably, even if you couldn't _hear_ it, you
    should be able to _see_ the movements of them speaking.
    And really, I just think that it'd lead to fun interactions if you could
    grumble to yourself or whisper amongst each other and have people
    actually know you're up to _something_.
    :cl:
    add: You can now see people whispering, even if you cannot hear what
    they're saying, unless you are blind (obviously). The speaker wearing
    something that covers their mouth, being invisible, or being inside of
    something counteracts this.
    /:cl:

commit 8a25d0bb8ba3f51c1f4999cf44aea62e0d75c99c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:24:28 2024 +0000

    Automatic changelog for PR #86859 [ci skip]

commit 115d1ed3f4eca61bf65ec9091e20b66a047275e7
Author: Tim <timothymtorres@gmail.com>
Date:   Fri Sep 27 21:24:03 2024 -0500

    Fix missing pour sounds from reagent dispensers (#86859)
    When pouring liquid out of a barrel or watertank, none of the pour
    sounds would trigger. This is now fixed. Also added a missing signal and
    returned `ITEM_INTERACT_SUCCESS` bitflag.
    When I play bartender I want consistency.
    :cl:
    code: Add missing signal to reagent dispenser RMB interactions.
    sound: Fix missing pour sounds from reagent dispensers
    /:cl:

commit fadcf0149ba8eb25da629103dc5ed5378be2b8a5
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:22:44 2024 +0000

    Automatic changelog for PR #86873 [ci skip]

commit 3ad9da9851cab1286635849cd9e338aedce1ca22
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:22:26 2024 +0000

    Automatic changelog for PR #86914 [ci skip]

commit a384576896af0e82eaed0eeced6a627568fb2825
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Sat Sep 28 04:22:18 2024 +0200

    Adds missing venue  prices for certain foods and reagents (#86873)

    Closes #60318
    Need to make a unit test for these once I get some spare time
    :cl:
    fix: Added missing venue prices for certain foods and reagents
    /:cl:

commit 14c2423d8718c8c78c3f65da93a96683f3e184d1
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:21:33 2024 +0000

    Automatic changelog for PR #86915 [ci skip]

commit 6e3a941cfce5b4b37fc5f24dbc0e84cb0bcd825b
Author: Tim <timothymtorres@gmail.com>
Date:   Fri Sep 27 21:21:30 2024 -0500

    Fix air alarms not updating icon (#86914)
    This updates the air alarms whenever a power change is triggered. When
    connecting a gas sensor using mapping link helpers air alarms would not
    update their icons at roundstart. I'm sure this applies to other rare
    situations where the icon wasn't updating when it should green/red/etc.
    Better consistency.
    :cl:
    fix: Fix air alarms being stuck and not updating their icons.
    /:cl:

commit 23f5b29256d48306edebdffeabd14a77d6d8815c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:21:17 2024 +0000

    Automatic changelog for PR #86897 [ci skip]

commit bb2593fd64089183366dc3d2bc6d336d63847d70
Author: Tim <timothymtorres@gmail.com>
Date:   Fri Sep 27 21:21:12 2024 -0500

    Fix air alarm helper to ignore gas when appropriate (#86915)
    Certain air alarms were marked with no checks for the
    pressure/temperature. This should also extend to ignore all gas checks
    otherwise it triggers alarms.
    No more air alarms crying wolf.

    Certain air alarms on the station are meant to only be used to trigger
    vents/scrubbers and not care about the gases inside. (ordance chambers,
    burn chambers, SM, etc.)
    :cl:
    fix: Fix air alarm helper to ignore gas when appropriate
    /:cl:

commit 6c627f0ad4211082b7e255a73e1a732cb5174497
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Sat Sep 28 04:20:52 2024 +0200

    [NO GBP] Changes stagger animation to use animate chains instead of sleeping (#86897)
    Closes #86895
    :cl:
    fix: Players no longer can randomly get semi-permanently offset from
    being shoved
    /:cl:

commit b507c92c3c149da16ae3c5b739b2b9718b65e6d7
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:20:33 2024 +0000

    Automatic changelog for PR #86909 [ci skip]

commit 21f5e98b1aa87fd9f1c93f55fac901ae5619000a
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Sat Sep 28 04:20:10 2024 +0200

    Mindswap can no longer be used inside of pipes (#86909)

    Closes #86905 by adding an action flag to prevent usage of certain moves
    from inside of pipes. Should be assigned to most of our actions to be
    honest.

    Mindswapping from inside of pipes is extremely cheesy and has quite
    literally no counterplay, permanently forcing someone into being a mouse
    without them being able to react, do anything or even know about your
    presence is not fun at all.
    :cl:
    fix: Mindswap can no longer be used inside of pipes
    /:cl:

commit ed4a939b5f80bf5ea902e71902ce67882fbf88a2
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:19:59 2024 +0000

    Automatic changelog for PR #86912 [ci skip]

commit 28b255a93f8bf3146b519f723af4ac7310041759
Author: Bloop <13398309+vinylspiders@users.noreply.github.com>
Date:   Fri Sep 27 22:19:34 2024 -0400

    Fixes polling causing an unexpected return value when there are 0 players picked (#86912)

    So this was caused by the change in
    https://github.com/tgstation/tgstation/pull/86012 .

    They tried to fix a case for polls with `amount_to_pick` set to _greater
    than 1_ having null entries in the returned lists, and succeeded at
    that.

    However, in doing so they messed up the control flow of the proc such
    that now it's returning early with an empty `list()` whenever the amount
    is _equal to 1_.

    The assumption was, when `amount_to_pick` was equal to 1 specifically
    then the return value would be either a `null` value or the valid mob.
    However, now what was being returned was either a `list()` or the valid
    mob because that code was no longer ever being reached.

    For example

    ![image](https://github.com/user-attachments/assets/e49fe031-7120-4a17-8bba-3c5054a90fae)

    ![image](https://github.com/user-attachments/assets/c7ae27a8-1dce-4fcd-9f19-fcde417f7695)

    Fixes https://github.com/NovaSector/NovaSector/issues/4427

    Fixes both bugs in a way that should not cause any problems, and adjusts
    documentation to make it clearer what the return value of this proc is
    expected to be.

    Fixes a bug that pretty much effects the majority of ghost polls as most
    of them are only asking for 1 player.

    :cl:
    fix: fixes pulsing tumor failing to spawn the elite if no ghosts respond
    to the poll and leaving you in a bugged state, and possibly other
    related issues
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit 109b0dbb4fd366e812ec935264aabb6ee131187c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 02:19:16 2024 +0000

    Automatic changelog for PR #86925 [ci skip]

commit 504de0acefbe50e2190993eb994502db6cd70bdf
Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Date:   Sat Sep 28 05:18:57 2024 +0300

    raptor retaliate targetting fix (#86925)
    raptors werent meant to retaliate against each other or against their
    owner. this was initially handled by their targeting strategy, however
    some changes to it at some point broke this. raptors would now
    over-escalate conflicts against troublemaker raptors, locking both into
    a deathmatch. this fixes that
    fixes raptor retaliate targetting
    :cl:
    fix: fixes raptors retaliating against each other and their owners
    /:cl:

commit 75aa931c0be283cd340889659ed37df78822416c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 22:02:18 2024 +0000

    Automatic changelog for PR #86911 [ci skip]

commit 1ebc22c3420b985e055322b821d68553f94c6748
Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Date:   Sat Sep 28 03:11:21 2024 +0530

    Gives Debug chem synthesizer temperature control (#86911)
    - Fixes #86858

    You can set the temperature of the reagents in the UI before adding them
    so the ice does not melt instantly
    :cl:
    fix: Debug chem synthesizer now has temperature control for adding
    reagents
    /:cl:

commit 44c4af5470ce5e0cc29949a06a65c19c5c938e86
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 20:05:38 2024 +0000

    Automatic changelog for PR #86867 [ci skip]

commit 2e1bc6c71113ccc252e9005c8ae059c9c965058c
Author: Cheshify <73589390+Cheshify@users.noreply.github.com>
Date:   Fri Sep 27 16:05:19 2024 -0400

    Laser Musket & Smoothbore Disabler BUFFS (Crank it AND Run) (#86867)
    This rebalances the Laser Musket and Heroic Laser Musket

    Replaces glasses with 2 drinking glasses in the crafting recipe
    Removes 2-handed demand
    Standard shot damage slightly increased and stamina damage greatly
    decreased
    Heroic shot made a 3-round scatter shot, very powerful, damage and
    stamina damage decreased to compensate
    Crank-charge weapons, except the thermal revolvers, can be charged while
    moving
    Muskets can also be worn on jackets

    These things were severely underused, and I always kinda wanted them to
    be crankable while you moved, I just didn't know how. This should also
    help the Militiamen ERT be less of a joke. I would appreciate
    balanceposters giving some advice on the numbers if you're seeing this.

    The heroic musket is incredibly rare, and SHOULD be pretty powerful.
    :cl:
    balance: laser muskets have been rebalanced
    balance: crank weapons can be charged while moving
    /:cl:

commit 65a1ba2b75cede98f9ecb8a7643e72e9b4522faf
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 14:35:28 2024 +0000

    Automatic changelog for PR #86888 [ci skip]

commit aada5de46966ccc37b189bad48341f4fb4248823
Author: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Fri Sep 27 17:33:45 2024 +0300

    Reduces volume of the nuke sound (#86888)

commit e344cd66ae3203e8e249df7c99153f14bf139016
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 14:15:49 2024 +0000

    Automatic changelog for PR #86907 [ci skip]

commit 12dccdca66798d2945ced3273495245b6d31b36a
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 14:15:47 2024 +0000

    Automatic changelog for PR #86900 [ci skip]

commit 2c190638b21a084c99167fd0f39d615339c1c2e4
Author: Soupy <140170895+Soupfgc@users.noreply.github.com>
Date:   Fri Sep 27 15:39:51 2024 +0200

    Fixes typos with the closets (#86900)
    Fixes typos for closets.
    Proper spelling so it doesn't ruin immersion and user experience.
    :cl:
    spellcheck: Fixed closet typos
    /:cl:

commit cc2a80a0065a7529e40169a983d4caa86d39f383
Author: Goat <126099705+Goat-Real@users.noreply.github.com>
Date:   Fri Sep 27 07:39:23 2024 -0600

    Removes a bookcase from the holdout simulation (#86907)
    Gets rid of a bookcase that was under the foam in the holdout bunker
    simulation.
    There's no reason for it to be there, and it would cause random books to
    be there after simulations changed. And most importantly, it caused me
    MILD ANNOYANCE.
    :cl: Goat
    fix: Removes a random bookcase that was in the holdout bunker holodeck
    simulation
    /:cl:

commit 83f440be37b46d9959a693bddc04ced876e69080
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 01:06:23 2024 +0000

    Automatic changelog compile [ci skip]

commit 869cafa5992819cd87bcbac0b3309f17b952e14e
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 01:01:27 2024 +0000

    Automatic changelog for PR #4438 [ci skip]

commit 3a38e448a3b93c9aa748f0c58cd0514a6b8afb22
Author: Bloop <13398309+vinylspiders@users.noreply.github.com>
Date:   Fri Sep 27 21:01:06 2024 -0400

    Fixes healthscanner not showing reagent scans unless you are blind (#4438)

    Fixes healthscanner not showing reagent scans

commit 3a3a696dac085ba526183426117d90166e4c3048
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Sat Sep 28 00:45:26 2024 +0000

    Automatic changelog compile [ci skip]

commit 1378c9d5b2ef573dfde7b031bdf52930885580f2
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 20:23:11 2024 +0000

    Automatic changelog for PR #4281 [ci skip]

commit 564a12ead802c8b52097f98e4730fd6d4bc642e9
Author: SuperDrish <59139863+Microvolnovka19@users.noreply.github.com>
Date:   Sat Sep 28 03:22:49 2024 +0700

    Xenoarchaeology Artifacts (#4281)

    * Massive sudden drop

    * Whoops lol

    * Quick Suggestions Pack №1

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Small Pack №2

    * Quick Suggestions Pack №3

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Fix №4

    * Another pack

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * №6

    * Pacк N06

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Ouch, last one was actually 7th. It means this one is 8th

    * Bunch №9

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * hiss(snake_case) + spans + L + ratio + more blind_messages + typos

    * Oi mate, my bad

    * Fix light

    * Bruh

    * Apply suggestions from code review

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Docs + suggestions + custom reticence + add constructshell to list

    * This is better.

    * Replace single mime mech with 4 custom ones

    * Fix return + allow DIY stunbatons activate artifacts

    * Apply suggestions from code review

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * No more single letter vars, i promise!!!

    * Phoron -> Plasma

    Co-authored-by: Zergspower <22140677+Zergspower@users.noreply.github.com>

    * Pimp my Ride(update Red Sunday) + more fluff

    * Buff power crystal. It was kinda useless earlier, giving 250k for like a split second.

    * Fix particle batteries + small patches to code

    * Add qdels

    * I have no idea how GC works

    * Apply suggestions from code review

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Update artifact_machine.dm

    * Update modular_nova/modules/xenoarchartifacts/machines/artifact_analyzer.dm

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * More visible_message! More comments! Less single letter vars!

    * Apply suggestions from code review

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Fix quote

    * Fix one last icon_num

    * Apply suggestions from code review

    * Gloves stop trigger + bodyswap slight rework

    * Fix empty ifs

    * Remove list of lists

    * Remove unused var + comments

    * Apply suggestions from code review

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Fix )

    * Remove 1

    * Remove var/var/

    * Probably fixed dreamchecker error

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

    * Evil TG sound file repath hell continues to haunt me

    * Missed a couple

    ---------

    Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
    Co-authored-by: Zergspower <22140677+Zergspower@users.noreply.github.com>

commit 431c584f4f975a594edce52ca8fa5a3ff2697178
Author: novasector-ci[bot] <181600888+novasector-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 13:19:19 2024 +0000

    Automatic changelog compile [ci skip]

commit e90e84b48f05d832774cb0191c07a603fc96526b
Merge: 806e81c1552 14893f31ddf
Author: Bloop <13398309+vinylspiders@users.noreply.github.com>
Date:   Fri Sep 27 09:16:51 2024 -0400

    Batch of TG Mirrors 9/27 (#4433)

    Includes everything up until this point.

    Autochangelogs included

commit 14893f31ddfe8dfe883ce9cc874a0efbb25e055d
Author: _0Steven <42909981+00-Steven@users.noreply.github.com>
Date:   Wed Sep 25 17:35:18 2024 +0200

    Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)

    After the external organ removal pr, cat ears stopped being as weirdly
    specialcased, and instead just used a `/datum/bodypart_overlay/mutant`
    subtype. However, this was set up in a way where the inner ears were put
    on a different layer from the outer ears, leading to wonky layering.

    In this pr, we revert their layers and instead apply the inner ears as
    an overlay onto the base ears, fixing this.

    Thank you Melbert for the idea. o7

    Additionally, as this pr tripped the screenshot tests, makes the
    `getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays.

    We do this by making it stop applying the colour after merging all the
    under/overlays, and instead apply it and the parent color _before_
    merging any under/overlays, while proxying the parent color as a new
    parameter `parentcolor` to any new `getFlatIcon(...)` calls.

    This coincidentally also fixes usage of `getFlatIcon(...)` on husked
    bodies, as those also used `RESET_COLOR` for their blood overlay. The
    screenshot tests had to be updated for this.

    Fixes #86453.

    :cl:
    fix: Fixed cat ears not layering properly.
    fix: Husked bodies show their blood with the right colours in
    photographs.
    /:cl:

commit f9825e4fd8ee9a50dffb978ca7ee7f33648b6eb8
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 09:18:31 2024 +0000

    Automatic changelog for PR #86890 [ci skip]

commit b73a51d514ad3093eb6780af5dc86804c3f62a57
Author: Rhials <28870487+Rhials@users.noreply.github.com>
Date:   Fri Sep 27 05:18:09 2024 -0400

    Replaces the unusable Blink spell in the Necromancer deathmatch kit with Link Worlds (#86890)

commit 5c3e493f5dec959fdd2603f84ddb5a8bd5b6558c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Sep 27 02:46:15 2024 +0000

    Automatic changelog for PR #86893 [ci skip]

commit f3f6e15587b34276054f2ccfc44666fdf673bb03
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Thu Sep 26 21:45:55 2024 -0500

    Removes intentional ling check in health analyzer (#86893)

    Advanced health analyzers have an intended ling check which tells you if
    the scanned body is faking death (is in regen stasis), which is at odds
    with the rest of the codebase (which actively removes unintentional ling
    checks and blocks the addition of intentional ones).

    This PR removes it (making advanced analyzers unable to determine if the
    target is faking death).
    Also tweaks some code around it in general.

    I'm actually like 50/50 on whether this should actually be removed or
    not, so I opened the PR for discussion.

    On one hand I think it's kind of interesting to have a doctor look at
    the results *closely* and realize something is wrong here.
    On the other hand, ling check bad?

    :cl: Melbert
    del: Advanced Health Analyzers can no longer be used to determine if a
    body is faking death (like a changeling)
    /:cl:

commit 7ff776189c89cd7a59205cbbb37134019b660ae2
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 23:58:06 2024 +0000

    Automatic changelog for PR #86924 [ci skip]

commit 2f1540ba906ec9a021a18930959a8f0171f40db3
Author: _0Steven <42909981+00-Steven@users.noreply.github.com>
Date:   Fri Sep 27 01:57:45 2024 +0200

    Fix broken span defines, fixes broken traitor panel (#86924)

    So uh.

    https://github.com/tgstation/tgstation/blob/a8af27fa0af69cd6859c8e03faf8b7c20932a1a3/code/__DEFINES/span.dm#L17-L18
    Improperly ended spans.

    Yeah this broke the traitor panel, making it all red, and blocking the
    remove button.

    Fixes #86921.
    :cl:
    fix: Fixed two broken spans, primarily used in traitor panel and some
    basic bot stuff.
    admin: Traitor panel text is no longer bright red when an antag is
    selected, and remove button is no longer blocked.
    /:cl:

commit b4c0fcd4c480c0e006844d724c49432dc5a036e1
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 21:38:45 2024 +0000

    Automatic changelog for PR #86903 [ci skip]

commit 2587db08bbcd6a2a953e49937527b077f0e07472
Author: tattle <66640614+dragomagol@users.noreply.github.com>
Date:   Thu Sep 26 14:38:25 2024 -0700

    Removes the chunkyfingers trait from insuls (#86903)
    Does what it says in the title.
    Right now I feel like this is an engineer nerf more than anything else,
    since they have to interface with a lot of things that chunky fingers
    blocks, like their tablets and computers. I think that gloves having
    this trait is more to inconvenience certain players rather than add
    something to the gameplay.
    :cl: Tattle
    balance: insulated gloves no longer have the chunky fingers trait
    /:cl:

    Co-authored-by: tattle <article.disaster@gmail.com>

commit e180b87fab89056c61e9045858a353bcfce7cc34
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 20:06:44 2024 +0000

    Automatic changelog for PR #86849 [ci skip]

commit 84a87500f5d0f2b52c5a772fcb6a848703ab2dba
Author: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Date:   Thu Sep 26 22:02:46 2024 +0200

    Fixes touch spells on_hand hit signals (#86849)

    Fixes touch spells on_hand hit signals

    Mainly fixes the issues with mansus grasp not being able to attack
    things properly, specifically unanchor the mawed crucible.

commit 18be2dc1379d1ef45ce87c06af8e28b6fafad6f4
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 19:36:16 2024 +0000

    Automatic changelog for PR #86874 [ci skip]

commit f1a6ad74f9c70f5ed73cc18a8a5d50709b606ba2
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Thu Sep 26 21:36:13 2024 +0200

    Nobody expects the span inquisition: replaces most <span>s with macros (#86798)

    123 changed files and multiple crashes after writing broken regex, I
    replaced most remains of direct spans with macros. This cleans up the
    code and makes it easier to work with in general, see justification for
    the original PR. I also fixed a bunch of broken and/or unclosed spans
    here too.
    I intentionally avoided replacing spans with multiple classes (in most
    cases) and spans in the middle of strings as it would impact readability
    (in my opinion at least) and could be done later if required.

    Cleaner code, actually using our macros, fixes borked HTML in some
    places. See original PR.

    Nothing player-facing

    Update span.dm

commit 6633b374004ec7a3979419bb97e1ea73c8c9a5b9
Author: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Thu Sep 26 22:35:16 2024 +0300

    maintenance for click.ogg (#86874)

commit a9d37c164ba69185bd1d56e1eb342ff13eff1b63
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 19:32:47 2024 +0000

    Automatic changelog for PR #86824 [ci skip]

commit 6b33225595f3b0c8dd1ee707b163d5abe67cb53c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 19:32:28 2024 +0000

    Automatic changelog for PR #86876 [ci skip]

commit e31e022317521fe6bc38fc12077e10f28e3d86d9
Author: carlarctg <53100513+carlarctg@users.noreply.github.com>
Date:   Thu Sep 26 16:31:28 2024 -0300

    you can now use the toy codex cicatrix as base for the codex ritual (#86824)

commit 1ac3bcdb14fb8f477f62aa08bf68e436f1d77118
Author: Jerry <55355646+Jewelry-x@users.noreply.github.com>
Date:   Thu Sep 26 22:27:21 2024 +0300

    Fix for sprite not updating properly when planting a new seed (#86876)

commit e8d8f8d13d13d08f0f0a06af4015fd40806c50fb
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 19:25:52 2024 +0000

    Automatic changelog for PR #86835 [ci skip]

commit 3f4d41770b14cc793053508b2ebc9fe122689d28
Author: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Thu Sep 26 22:25:11 2024 +0300

    Lead pipe readjustments (#86835)

commit 20edfa96eeb0f01b1979cfd16e9ee89615f9ae72
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 19:14:53 2024 +0000

    Automatic changelog for PR #86882 [ci skip]

commit 1a3de106c5dd09179d77c337b1708f3ea9e615e0
Author: oranges <email@oranges.net.nz>
Date:   Fri Sep 27 07:14:33 2024 +1200

    You can now smack people on the head with cardboard rolls and wrapping paper (#86882)

    Lets you hit mobs over the head with wrapping paper, giving them a -1
    moodlet (-2 if felinid)

commit 327480cce70349b2c30cdde442db27353fc896fb
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 18:00:13 2024 +0000

    Automatic changelog for PR #86913 [ci skip]

commit fda482c33ec520219eed5c90bd2054ab75cbdbe7
Author: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Date:   Thu Sep 26 19:59:51 2024 +0200

    fixes password paper in museum (#86913)

    closes #86898
    :cl:
    fix: fixed password paper in museum
    /:cl:

commit 898e08932c1fab3c6007001d10b11f3d9c560ef5
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 10:12:51 2024 +0000

    Automatic changelog for PR #84869 [ci skip]

commit 42de894afb491d3b2acd266fc9f7e1271eff5aba
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Thu Sep 26 11:49:54 2024 +0200

    Spacemove refactor - Newtonian physics (#84869)

    This PR significantly enhances how zero-g movement works. Its no longer
    locked to one of 8 directions, everything now has inertia and is
    affected by weight. This means that throwing a piece of wire will no
    longer completely reverse your movement direction, and that being thrown
    out of mass driver no longer will slow you down to a halt at some point.

    This leads to following gameplay changes:
    * Guns now accelerate you. Ballistics have higher acceleration than
    lasers, and higher calibers have higher acceleration than smaller ones.
    This means that firing full-auto weapons in zero-g will make you drift
    and accelerate significantly. While this can be a hilarious way to
    travel in space, it makes using them trickier.
    * Impacting a wall or an object while moving at high speeds will cause
    you to violently crash into it as if you were thrown. Careful when
    exploring!
    * Jetpacks now have inertia. Changes introduced in #84712 have been
    mostly reverted, although speed buff has been reduced to 0.3 instead of
    0.5 (although this is compensated by new movement mechanics, so overall
    speed should be roughly equal). All MODsuit jetpacks now possess the
    speed boost. Advanced MODsuit jets (which has also been added back) and
    captain's jetpack instead have higher acceleration and stabilization
    power, providing much more precise control over your movement.
    * Firing guns while moving on a jetpack will partially negate your
    pack's acceleration, slowing you down. Non-advanced jetpacks'
    stabilization is not enough to compensate for heavy caliber weaponry as
    sniper rifles, shotguns or rocket launchers.
    * You no longer instantly decelerate upon sliding along a wall. Instead,
    it may take a few tiles if you are moving at extreme speeds. Passing
    over lattices still allows you to grab onto them!

    As space movement is angle-based instead of dir-based now, its much more
    smooth than before due to using new movement logic.

    Example of jetpack stabilization in action:

    https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

    And, of course, you can do this now.

    ![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

    **This pull request requires extensive gameplay testing before
    merging**, as a large amount of numbers have been picked arbitrarily in
    an attempt to keep consistency with previous behavior (guns and
    normal-sized items applying 1 drift force, which is equal to what
    everything applied before this PR). Jetpacks and impacts may also
    require adjustments as to not be frustrating to use.

    Closes #85165

    Zero-G refactor - currently our zero-g movement is rather ugly and can
    be uncomfortable to work with. A piece of cable being able to accelerate
    you the same as a duffelbag full of items when thrown makes no sense,
    and so does instantly changing directions. Inertia-based version is
    smoother and more intuitive. This also makes being thrown into space
    more of a hazard (possibly opening the door for explosive
    decompressions?)
    Jetpack inertia and gun changes - this is mostly a consequence of
    inertia-based movement. However, zero-g combat being preferred during
    modes like warops was an issue due to it negatively affecting everyone
    without jetpacks which are in limited supply onboard. This reverts the
    mobility changes which severely impacted space exploration, while making
    zero-g combat more dangerous and having it require more skill to be a
    viable option.

    - [x] Refactor moth wings to use jetpack code
    - [x] Refactor functional wings to use jetpack code
    - [x] Locate and fix a recursion runtime that sometimes occurs upon
    splattering against a wall
    - [x] Add craftable tethers and modify engineering MOD tethers to use
    the same system
    :cl:
    add: You can now craft tether anchors, which can be secured with a
    wrench and attached to with right click. They won't let you drift into
    space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
    the wire.
    add: MOD tethers now remotely place and connect to tether anchors
    instead of throwing you at where they landed.
    balance: MOD tethers can now be used in gravity
    balance: Jetpacks are now inertia-based.
    balance: Guns can accelerate you significantly in zero-g.
    balance: All jetpacks now give you equal speed buff, however advanced
    MOD ion jets and captain's jetpack have higher acceleration/deceleration
    values.
    refactor: Refactored zero-g movement to be inertia-based and utilize
    angles instead of directions.
    /:cl:

commit 69a7d79d894e727532867e4fbc40c047fe155b91
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 06:57:30 2024 +0000

    Automatic changelog for PR #86877 [ci skip]

commit c9f1b8db48c3ce9d234cb7302e5dc50a21a14b84
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Thu Sep 26 08:57:08 2024 +0200

    [NO GBP] The Pun Pun job trait actually removes the premapped Pun Pun (#86877)
    Yeah, I've got the `SSticker.HasRoundStarted` check wrong.
    Until proven otherwise, monkeys do not reproduce by mitosis.

    :cl:
    fix: The Pun Pun job trait doesn't leave behind a fake (or is it?) Pun
    Pun.
    /:cl:

commit 9f9723ce87c352cc0b6c8532855ca1c8de052294
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 04:00:27 2024 +0000

    Automatic changelog for PR #86701 [ci skip]

commit d787c97fd3d3a74f47b5753e234e15ffc2a5f9bf
Author: Iamgoofball <iamgoofball@gmail.com>
Date:   Wed Sep 25 20:52:48 2024 -0700

    Removes particles from Slimed and Slime Food status effects to fix fps lag in xenobio (#86701)

    Removes particles from Slimed and Slime Food status effects to fix fps
    lag in xenobio

    Particles, when used in excessive density, lag the shit out of clients
    because BYOND. Xenobiology not only creates a lot of particles using
    both of these status effects, it also rapidly duplicates because of the
    design of xenobiology. Ergo, massive lag as xenobiology scales up in
    size over the round progression. This is bad for obvious reasons. Last
    PR got ignored by both keyholders and maintainers #86076 so I'm remaking
    it because letting an FPS fix stale out is incredibly bad.

    Long-term for particles, because they're a dumpster fire from BYOND but
    we don't want to restrict people from using the feature, we should have
    a particle management subsystem that keeps track of particle density in
    an area using the cell system to automatically approve/deny creation of
    particles to avoid too high of clientside costs, and also automatically
    handling using shared holder particles in nullspace and adding to
    viscontents so we can use one particle everywhere it's needed without
    creating multiple

    ccing @armhulenn cuz they're a particle gamer

    :cl:
    fix: Removes particles from Slimed and Slime Food status effects to fix
    fps lag in xenobio
    /:cl:

commit 05a681c44baac28075788d1585f3e77f673aed5f
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 03:03:14 2024 +0000

    Automatic changelog for PR #86878 [ci skip]

commit dd693e98ecc72a68feb410955c6aea3f5c11b240
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Sep 26 03:03:02 2024 +0000

    Automatic changelog for PR #86868 [ci skip]

commit 10179cdbf227161edb90b09c4b17a9d09a687fb0
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Thu Sep 26 05:02:01 2024 +0200

    Fixes water overlays showing on toilets facing directions other than SOUTH (#86878)
    The overlays shows on directions other than south because the code
    doesn't update the overlays whenever the dir is changed.
    Honestly saving a tiny blip of space with a pair of 1-dir static icons
    isn't worth making all this messy code over anyway, so I just scratched
    all of it and gave the icon state 4 dirs (3 of which are empty but that
    may change if someone decides to give the toilet
    a 3/4 perspective when facing right or left.
    Fixed water overlays showing on toilets facing directions other than
    SOUTH (down).

    :cl:
    fix: Fixed water overlays showing on toilets facing directions other
    than SOUTH (down).
    /:cl:

commit a8f91ec4a20ffa5342593d60e32b95f32e35e018
Author: ZeWaka <zewakagamer@gmail.com>
Date:   Wed Sep 25 19:57:58 2024 -0700

     Fixes flashing render when positioning cached TGUI windows (at cost of dev hotloading flicker) (#86868)

    Fixes the following:

    https://github.com/user-attachments/assets/575c0ae9-b53d-446b-ab4b-7f6eb22a1c61

    It now looks like:

    https://github.com/user-attachments/assets/60ad64f0-da02-47f9-9bcd-edf2aba441e8

    This comes at the cost of a small flash when a UI is hotloaded during
    tgui dev server development:

    https://github.com/user-attachments/assets/c1b26fe2-5be3-4388-903b-45b04fc6ac6e

    Basically, [this bit of
    code](https://github.com/tgstation/tgstation/blob/b523190c6dd2d895f4e228d74085cfe98f594ca4/tgui/packages/tgui/backend.ts#L210)
    is no longer working 100% as intended. I spent an hour trying to think
    about how to fix it to no avail.

    Port upstream from https://github.com/goonstation/goonstation/pull/20060

    shitty flashing sucks

    :cl:
    fix: TGUI windows now flash less when opening new windows.
    /:cl:

commit cca02ed5939afa006d6381a1325345bc1d91e792
Author: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Thu Sep 26 05:57:17 2024 +0300

    removes a few unused sound files (#86875)
    removed:
    - null.ogg (40 seconds of silence)
    - YeeHaw.ogg
    - I couldn't find a use for YeeHaw.ogg
    - null.ogg was used before for magic with `pick()`, we can send null as
    sound now so we don't need it anymore and it's unused.
    Nothing player facing

commit 892c4348c8b070e42059f0164bfcc29d43fa75e9
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 18:18:45 2024 +0000

    Automatic changelog for PR #86666 [ci skip]

commit 84a42be02385f3a4efe867749213041ea95ec987
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Wed Sep 25 13:18:24 2024 -0500

    Health Analyzer Rework (medial mains inquire within) (#86666)

    Reworks the output of the health analyzer
    Wound treatment text has been placed in tooltips
    Brain traumas are now placed down by the brain
    Blindness and Deafness are now placed by the eyes and ears
    Some other misc things have been moved to more sensible locations
    Ultimately the output box is now a lot, lot shorter for people with many ailments (such as corpses)
    Tested to work with the new paper printing system (which this tweaks very slightly)

commit 67516b8e391e2d5b4256cf41e238e775f0c2fb5f
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 17:39:43 2024 +0000

    Automatic changelog for PR #86694 [ci skip]

commit 3632d9b37cb0e26f4f6d018b6e3ce4b4bbc40955
Author: Jerry <55355646+Jewelry-x@users.noreply.github.com>
Date:   Wed Sep 25 20:39:15 2024 +0300

    Implement functionality to toggle broadcast camera microphone on and off, independent of camera state. (#86694)

    Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

commit 359c1a9a3cf34fd78db6fdd5d857a5dccf18fd6f
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 15:35:46 2024 +0000

    Automatic changelog for PR #86757 [ci skip]

commit 2ef2479816c553eac115f8ef58303ad19904ad3e
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 12:55:45 2024 +0000

    Automatic changelog for PR #86871 [ci skip]

commit 7aa0d00d2af9c2b9013c955b716c617bcb0a38c6
Author: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Date:   Wed Sep 25 07:49:57 2024 -0400

    Add fire proof flag to item that are lava proofed by xenobio potion (#86871)
    fix #85250
    Kinda makes sense that lava proofed item wouldnt break from fire damage
    :cl:
    fix: fixed lava proofed clothing from xenobio potion being damaged from
    fire
    /:cl:

commit 385f3cdf0acce454a1380528f95863cf8e91e050
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 06:54:29 2024 +0000

    Automatic changelog for PR #86848 [ci skip]

commit 8c39cd2dd4fcf857a60311e0e64160005f1bcee8
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Wed Sep 25 08:54:08 2024 +0200

    Respriting the experimentor (#86848)

commit 0cbbe2819c5c9809bb583cb76ec28b7a13e44696
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 06:38:34 2024 +0000

    Automatic changelog for PR #86855 [ci skip]

commit 717ec2f2a71d6c8091bcb22950df88d095af46d5
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Wed Sep 25 08:38:10 2024 +0200

    Un-varedits kilo whiteship turrets (#86855)
    varedited sounds/dmis make the map rely on existing in the same folder
    as our repo instead of only needing the .rsc file
    Closes #86836
    :cl:
    fix: Kilo whiteship no longer has varedited turrets in it
    /:cl:

    ---------

    Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

commit 736579ea012b3f558cf3cbaae827a10eccf8b209
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 06:34:12 2024 +0000

    Automatic changelog for PR #86705 [ci skip]

commit a2a469ac14f24e31a1bad9adc96282d8898ddfc4
Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
Date:   Wed Sep 25 02:33:29 2024 -0400

    Fixes augs not being able to cable heal if they aren't wearing a jumpsuit  (#86705)

    Trying to cable heal as an Aug while not wearing a jumpsuit makes you
    cable whip yourself. This fixes it so that you can cable heal even if
    you're chrome-ass naked.

    Bugfix
    :cl: Bisar
    fix: Fixes augs not being able to heal with cables if they're naked or
    going commando.
    /:cl:

commit 70e66e7f85e3c478440892930629ba9dfd8e7c3a
Author: Bloop <13398309+vinylspiders@users.noreply.github.com>
Date:   Wed Sep 25 02:27:54 2024 -0400

    Fixes an oversight with bank accounts (#86850)

    Fixes this runtime:

    ![image](https://github.com/user-attachments/assets/7f4640a9-fbf0-4a5e-a51d-5ca1ebe22545)

    `account_job` can in fact be null it seems, and that should be taken
    into account.

    Fixes oversight

    Nothing player facing (probably?)

commit 59bbd787d6fb3950fd76572f4c135ede847fbce4
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Sep 25 03:13:51 2024 +0000

    Automatic changelog for PR #86846 [ci skip]

commit 0d15105e28018e32b524375a62f91fb642eca3f4
Author: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Date:   Wed Sep 25 06:13:28 2024 +0300

    Emote audio cooldown is now shared between all audible emotes (#86846)
    all audible emotes share a cooldown now, that means, for example:
    emoting `*scream` will play a sound, then emoting `*cry`, if the
    cooldown for `*scream` hasn't passed, will not play a sound for the
    `*cry`, but will still play the emote. Note - all audible emotes have a
    default audible cooldown of 2 seconds, unless overriden on some emotes.
    - prevents people from spamming multiple audio emotes in quick
    succession.
    - allows us to add more emote sounds without fear of players abusing
    them for spam.
    - less audio from emotes makes the audible emotes more special and less
    ear-fatigue-ing
    - forces players to be more considerate with what audible emote they
    use, increasing quality of their usage for roleplay.

commit 6f2d3c11d85ba718b2839f0d1ed8c68eade78d2c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Tue Sep 24 22:08:12 2024 +0000

    Automatic changelog for PR #86866 [ci skip]

commit 8d56849d503a00225f7a157f642bbdc48a3132b2
Author: _0Steven <42909981+00-Steven@users.noreply.github.com>
Date:   Wed Sep 25 00:05:23 2024 +0200

    Fix the greeting message you get upon becoming an imaginary friend including nulls (#86866)

    Previously the imaginary friend greeting message would be called on
    `Login()`, but this meant that it could run before it actually linked
    the `owner` value, thus putting nulls in the message where the owner's
    name should've been.
    This just changes it so `greet()` is only called on `Login()` if there's
    already an owner linked, otherwise calling it when being attached to an
    owner.

    Better if the greeting message actually says whose imaginary friend you
    are.
    :cl:
    fix: The greeting message imaginary friends get upon becoming one
    actually includes the owner's name, instead of displaying nothing where
    it should've been.
    /:cl:

commit 16a7bde846ee4d7e6ef6b24d70f1119b83314835
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Wed Sep 25 00:00:19 2024 +0200

    [NO GBP] Fixes the fishing experience gain from reeling objects (#86845)
    Little oopsie since I've forgot that time is in deciseconds for a moment
    there, therefore it should be multiplied by 0.13 and not 1.3
    I made a mistake.
    Too small to add to the CL.

commit 1b17319dc378331fc65420f8b0145fb4e2f26896
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Tue Sep 24 21:56:06 2024 +0000

    Automatic changelog for PR #86860 [ci skip]

commit 0309b93e702fb9bb9430741b617361ca464ccefc
Author: Jerry <55355646+Jewelry-x@users.noreply.github.com>
Date:   Wed Sep 25 00:53:20 2024 +0300

    Fix link for rules button (#86860)

    This pull request fixes the link you get redirected to when you click
    the "Rules" button on the top right of the game. Before it redirected to
    http://www.tgstation13.org/wiki/Rules but the correct link is
    http://tgstation13.org/wiki/rules (the www part is the problem).

    Makes the rules button direct you to the correct link, making it easier
    for someone to view the rules of the server.
    :cl:
    fix: fixed link for the rules button
    /:cl:

commit f033bffc83555b9936f3805d0e231de937aa47d9
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Tue Sep 24 19:30:49 2024 +0000

    Automatic changelog for PR #86842 [ci skip]

commit 362d73021a8c7220c4381886ad310fdc91f6842b
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Tue Sep 24 21:30:07 2024 +0200

    Fixes storage UI breaking upon an observer detaching while having your storage UI open under odd circumstances (#86842)
    This is one of the stupidest issues I had the displeasure of working
    with and I still do not know concrete details behind the issue because
    some of the code introduced in this (supposed-to-be) debug PR
    accidentally fixed said issue. Essentially, under odd circumstances of
    the user either being SSD or having their storage focus stolen by
    something else, an observer who had their storage UI open via
    autoobserve could break their UI by moving away because that improperly
    removed the user from some lists. This is the primary theory judging
    from what fixed the issue, but sadly there is no concrete info behind it
    as all attempts to reproduce the bug, both locally and on live, have
    failed.

    Closes #85259
    :cl:
    fix: Storage UI should no longer (not so much) randomly disappear,
    hooray!
    /:cl:

commit c282e67dd82bedffd8a9887e8d8ae7af97108bf0
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Tue Sep 24 18:56:43 2024 +0000

    Automatic changelog for PR #86817 [ci skip]

commit bb7b206834cb6d666d9e4ea3ecdc83a15f1f4174
Author: Sealed101 <cool.bullseye@yandex.ru>
Date:   Tue Sep 24 21:50:41 2024 +0300

    Gelatinous cubes stop digesting dead mobs instead of mobs with 200 brute damage; Consume action changes to Eject when a mob is consumed (#86817)

    Title; instead of using 200 brute damage as a point of "victim has been
    digested enough", it now uses death. Should be about the same
    mechanically, though consuming alive humans with burn damage will puke
    them out sooner now, since they won't be able to accumulate as much
    brute damage as before. But I think it's ?fine?, it feels kinda cheesy
    to let the cube eat an already almost fried human patty after it expires
    anyway.

    EDIT: Consume action isn't allowing for more than one mob to be consumed
    at a time, and the cube didn't have a way to dispose of the mob it's
    consuming, so per request I changed it so the action now changes to
    _Eject Mob_ when you consume a mob, letting you do just that. Also fixes
    visible message of an attempt at consuming a mob not showing the
    victim's name.

    Fixes #53512
    QoL for getting rid of the consumed victim
    No more devouring blank space (in the visible message)

    :cl:
    fix: gelatinous cubes now puke out their consume victim when said victim
    dies, not when it accumulates 200 brute damage (not all mobs can get
    damaged to that point)
    qol: gelatinous cube's Consume action can now be used to eject the
    currently consumed mob
    fix: fixed gelatinous cube's consume attempt not showing the victim's
    name properly (You start attempting to devour  !)
    /:cl:

commit dab6f9e34e16ec4be4b024252a2deb088dfcd12c
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Tue Sep 24 11:32:04 2024 +0000

    Automatic changelog for PR #86861 [ci skip]

commit 058ebe296da1b09adaae26b8051b1bb2197e5087
Author: Odairu <mdesisto510@gmail.com>
Date:   Tue Sep 24 07:03:07 2024 -0400

    Fixes soapbox component hooking into literally every atom [NO GBP] (#86861)
    anything and everything from ghosts to supermatter damage was getting
    soapbox speech, this adds a check for isliving so it only gives it to
    mobs
    bugs bugs bugs
 …
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