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[MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. #740

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merged 9 commits into from
Dec 3, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25147
Original PR: tgstation/tgstation#79792

About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.

image

Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice.

Changelog

🆑 YesterdaysPromise
image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon.
/:cl:

…MDB IGNORE] (#25147)

* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

:cl:
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/:cl:

* Nukes radio.dmi, adds inhands for somewhat relevant items.

---------

Co-authored-by: YesterdaysPromise <[email protected]>
@Steals-The-PRs Steals-The-PRs added Mirroring conflict git cherry-pick во что-то уткнулся. Не ставить вручную, только для бота TG Mirror Icon changes labels Nov 20, 2023
@Iajret
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Iajret commented Nov 20, 2023

Skyrat-SS13/Skyrat-tg#22454

ех

@ReezeBL
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ReezeBL commented Nov 27, 2023

weh weh

@ReezeBL ReezeBL force-pushed the upstream-mirror-25147 branch from 4322391 to 589c985 Compare November 27, 2023 11:44
@ReezeBL
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ReezeBL commented Nov 28, 2023

Напомните мне, что в 4 утра заниматься этим не лучшая идея.

@ReezeBL ReezeBL merged commit b571443 into master Dec 3, 2023
23 checks passed
AnywayFarus added a commit that referenced this pull request Dec 3, 2023
@ReezeBL ReezeBL deleted the upstream-mirror-25147 branch December 3, 2023 18:00
ReezeBL added a commit that referenced this pull request Dec 4, 2023
commit fdb89a4
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 13:01:05 2023 +0300

    Automatic changelog for PR #926 [ci skip]

commit bfffddc
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:59:50 2023 +0300

    [MIRROR] Bumps compile to 515 [MDB IGNORE] (#25257) (#926)

    * Bumps compile to 515 (#79134)

    ## About The Pull Request

    LSP supports it, let's GOOOOOO
    I've removed the 515 tests since they're stable, alongside the libcall
    wrapper. left the rustgcall wrapper cause yaknow memes
    Just removed all the 515 and 514 particular define wrappers. gaming

    ## Changelog
    🆑
    server: Minimum compile version has been bumped to 515. clients still
    support 514 but we're gonna start using 515 restricted features for
    serverside now.
    /🆑

    ---------

    * Bumps compile to 515

    * Fixes a TGS regression in its API

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: LemonInTheDark <[email protected]>
    Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit 25f222c
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 12:30:01 2023 +0300

    Automatic changelog for PR #964 [ci skip]

commit fdae437
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:23:14 2023 +0300

    [MIRROR] Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. [MDB IGNORE] (#964)

    * Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. (#80097)

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Timberpoes <[email protected]>
    Co-authored-by: Iajret <[email protected]>

commit a2d2f58
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 12:20:24 2023 +0300

    Automatic changelog for PR #966 [ci skip]

commit ac0dccb
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:19:55 2023 +0300

    [MIRROR] Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty) [MDB IGNORE] (#25420) (#966)

    * Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty)

    * Update floor.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit da9be9f
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:09:49 2023 +0300

    Automatic changelog for PR #958 [ci skip]

commit 003c9a3
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:09:09 2023 +0300

    Automatic changelog for PR #959 [ci skip]

commit 583e054
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:08:23 2023 +0300

    Automatic changelog for PR #960 [ci skip]

commit a865ec8
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:54:10 2023 +0300

    Makes synth livers EMP-able again. Woohoo! (#25412) (#958)

    Fixed typo in synth liver emp_act proc

    Co-authored-by: MrDerpi <[email protected]>

commit 9d64424
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:53:54 2023 +0300

    [MIRROR] Bonespears resprite: Fixing the icky. [MDB IGNORE] (#25411) (#959)

    * Bonespears resprite: Fixing the icky. (#80084)

    ## About The Pull Request
    Bonespears were always a gross yellow colour, while the rest of the bone
    items were a nice, pretty sprite. This is my attempt at making them fit
    the theme with the rest of the kit.

    ![image](https://github.com/tgstation/tgstation/assets/53197594/54b80ed7-b584-4486-9c9f-d0d62d91f806)

    ![image](https://github.com/tgstation/tgstation/assets/53197594/2d577b4f-a2ec-48cc-93ca-1490eb8908c9)

    ## Why It's Good For The Game
    Icky bad, matching good.
    ## Changelog
    🆑
    add: Added sprites for bone spears to match the other bone items.
    /🆑

    * Bonespears resprite: Fixing the icky.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: xXPawnStarrXx <[email protected]>

commit cb3452c
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:53:32 2023 +0300

    [MIRROR] Fixes a major heretic exploit. [MDB IGNORE] (#25410) (#960)

    * Fixes a major heretic exploit.

    * Update spell.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: KittyNoodle <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 8e1c145
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 10:46:50 2023 +0300

    Automatic changelog for PR #957 [ci skip]

commit be33929
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:44:47 2023 +0300

    [MIRROR] Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` [MDB IGNORE] (#25381) (#949)

    * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

    ## About The Pull Request

    Code to handle this flag only ever existed on the `/obj` sublevel, so
    there's no need for it to be on the `/atom` level `flags_1`. There was
    probably a point in time in which mobs or turfs conducted electricity
    but there's zero code for it anymore so we truly just live in a society
    now.
    ## Why It's Good For The Game

    Frees up a slot on `flags_1` (which is really nice actually), proper
    scoping of certain bitflag stuff, etc.
    ## Changelog
    Not relevant to players.

    I may have screwed something up, will be doing a few passes on this
    myself to ensure all the search and replaces went alright but we should
    be good:tm:

    * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

    * Modular

    * Update misc.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit 3f48123
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:44:13 2023 +0300

    Minor Hotel Additions. (#25169) (#957)

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Empty axe cabinet. No correcting can happen, sadly.

    * Update spacehotel_skyrat.dmm

    * Updates on request.

    ---------

    Co-authored-by: Cursor <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 37109fc
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 10:43:46 2023 +0300

    Automatic changelog for PR #953 [ci skip]

commit f097448
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:43:18 2023 +0300

    Turns the fake announcement device into a custom announcement device (#25092) (#953)

    * Turns the fake announcement device into a custom announcement device

    * dont qdel when out of uses

    so a player can request more

    * reviews

    thank you!

    Co-authored-by: lila <[email protected]>

commit fe9ab37
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 09:54:50 2023 +0300

    Automatic changelog for PR #943 [ci skip]

commit 351e4c8
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 09:54:29 2023 +0300

    [MIRROR] Patches Up Gifts In Anticipation Of The Holidays [MDB IGNORE] (#25383) (#943)

    * Patches Up Gifts In Anticipation Of The Holidays (#80035)

    ## About The Pull Request

    I decided to look at why everyone loves (and I despise) Christmas too
    much, and was met with a lot of smelly code. In fact, some of it was
    completely busted! Let's fix several things.

    * We no longer use a GLOB for "every possible item you can cram into a
    gift box", we now use static lists scoped to the proc. That saves us
    some pollution for something that really didn't need it (and only was
    set up that way for cacheing I believe). We also static-cache stuff that
    we weren't doing previously, to save even more work (in anticipation for
    entropic heat death of universe).
    * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
    path and this new one is cleaner. This also uncovered a bug.
    * Mappers would var-edit gifts to have a unique mapped-in type, but the
    code never respected this. I fixed it so the behavior should now respect
    that rather than override the variable on Initialize(). Now the goat
    plushie gift will always have said goat plushie rather than just any
    toy.
    * Procs should now have the proper arg nomenclature.
    * Also just cleans up a lot of single letter variables and the like.
    There was some cooked shit that's now alphabetized and nicely
    multilined.
    ## Why It's Good For The Game

    Ho ho ho.
    ## Changelog
    🆑
    fix: Some mapped-in gifts that were supposed to guarantee a certain gift
    weren't spawning that exact gift type, this has been patched to reflect
    the mapper's intent.
    /🆑

    * Patches Up Gifts In Anticipation Of The Holidays

    * Update flora.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit bfd4d35
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 09:54:20 2023 +0300

    Automatic changelog for PR #945 [ci skip]

commit 693afe8
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 09:53:53 2023 +0300

    [MIRROR] Adds Mob Tag data to log messages + player panel [MDB IGNORE] (#25366) (#945)

    * Adds Mob Tag data to log messages + player panel

    * Update _logging.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 484dc9a
Author: Changelogs <[email protected]>
Date:   Mon Dec 4 01:06:41 2023 +0000

    Automatic changelog compile [ci skip]

commit f16aeea
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 23:53:16 2023 +0300

    Automatic changelog for PR #933 [ci skip]

commit ed79b61
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 23:39:14 2023 +0300

    Automatic changelog for PR #940 [ci skip]

commit 85ec3c7
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 23:31:35 2023 +0300

    Automatic changelog for PR #942 [ci skip]

commit b7bda52
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 23:23:37 2023 +0300

    [MIRROR] Ports feral cats and feral cat grenades from Hippie  (#933)

    * [MIRROR] Ports feral cats and feral cat grenades from Hippie [MDB IGNORE] (#25372)

    Ports feral cats and feral cat grenades from Hippie

    Co-authored-by: Vekter <[email protected]>
    Co-authored-by: Bloop <[email protected]>

    * mc resolve

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Vekter <[email protected]>
    Co-authored-by: Bloop <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit 93aad43
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 23:14:48 2023 +0300

    [MIRROR]  i accidentally made the twitch overdose not kill you through tox that hard oops (#922)

    * [NO GBP] i accidentally made the twitch overdose not kill you through tox that hard oops (#25394)

    i blame the krokodil code for this one

    Co-authored-by: Hatterhat <[email protected]>

    * mc resolve

    ---------

    Co-authored-by: Hatterhat <[email protected]>
    Co-authored-by: Hatterhat <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit 415f39b
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 22:05:26 2023 +0300

    [MIRROR] Adds the message server key to the Chief Engineer's memories. [MDB IGNORE] (#25401) (#940)

    * Adds the message server key to the Chief Engineer's memories. (#80063)

    ## About The Pull Request
    Like the captain has innate knowledge of the golden safe code, the Chief
    Engineer should know the daily key of the message server.

    ## Why It's Good For The Game
    It's a perk of the job.

    ## Changelog

    🆑
    add: Added the daily (roundstart) message server key to the Chief
    Engineer's memories.
    /🆑

    ---------

    * Adds the message server key to the Chief Engineer's memories.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Ghom <[email protected]>
    Co-authored-by: distributivgesetz <distributivgesetz93@ gmail.com>

commit 2493b39
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:05:12 2023 +0300

    Automatic changelog for PR #841 [ci skip]

commit ebc4332
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:05:10 2023 +0300

    Automatic changelog for PR #925 [ci skip]

commit 1dfaa02
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 22:05:05 2023 +0300

    [MIRROR] [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker) [MDB IGNORE] (#25398) (#942)

    * [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker) (#80075)

    ## About The Pull Request

    Fixes tgstation/tgstation#80047

    ## Why It's Good For The Game

    This shouldn't be happen and it's my fault, oops.

    ## Changelog
    🆑
    fix: Blocking a tackler no longer causes things to go haywire and stun
    the tackler/the tackle victim.
    /🆑

    * [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker)

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: necromanceranne <[email protected]>

commit e285dcf
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:04:42 2023 +0300

    Automatic changelog for PR #930 [ci skip]

commit 51c881e
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:04:04 2023 +0300

    Automatic changelog for PR #924 [ci skip]

commit aa76ebc
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:00:55 2023 +0300

    Automatic changelog for PR #923 [ci skip]

commit b3310ef
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:00:14 2023 +0300

    Automatic changelog for PR #939 [ci skip]

commit c306565
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:59:31 2023 +0300

    Automatic changelog for PR #937 [ci skip]

commit e1348d1
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:59:20 2023 +0300

    Automatic changelog for PR #936 [ci skip]

commit 3aeff00
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:56:34 2023 +0300

    New Derelict Station (Babylon Station 13) (#25061) (#841)

    * new derelict drone ruin

    * that is a part of a different pr

    * some small changes

    * second pass of change

    * its ready

    * lints are good

    * make sure they are called drones for babylon, not ks13

    * Update modular_skyrat/modules/drone_adjustments/drone.dm

    * some suggestions

    * suggestions

    * solars are less wired

    * more damaged

    * machine frames

    ---------

    Co-authored-by: jjpark-kb <[email protected]>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit ae0ddda
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:53:50 2023 +0300

    [MIRROR] Changes occurrences of `recieve` in code to `receive` [MDB IGNORE] (#25393) (#925)

    * Changes occurrences of `recieve` in code to `receive`

    * Fix conflict

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: distributivgesetz <[email protected]>
    Co-authored-by: SomeRandomOwl <[email protected]>

commit 45b1848
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:47:10 2023 +0300

    [MIRROR] Makes the QM Skirt Work For Digi Legs [MDB IGNORE] (#25389) (#930)

    * Makes the QM Skirt Work For Digi Legs (#80067)

    ## About The Pull Request
    Makes digi legs use the QM skirt properly.
    <img src="https://i.ibb.co/9qKDkr3/Digi-Lizard-Skirt.png">
    (Difference illustrated with VV)
    ## Why It's Good For The Game
    Realistically lizards shouldn't be allowed in this role, as such
    inferior beings have no business being a head of staff on a cutting-edge
    Nanotrasen research station. But if a human decides to get a leg
    transplant or something this is good for them.
    Clearly an oversight in the code. Fixes good oversights bad for the
    project.
    ## Changelog
    🆑
    fix: Digi legs work with the QM's jumpskirt
    /🆑

    * Makes the QM Skirt Work For Digi Legs

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Jackraxxus <[email protected]>

commit f2a5269
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:44:22 2023 +0300

    [MIRROR] Fixes smartfridges showing overlays when there is nothing inside [MDB IGNORE] (#25392) (#924)

    * Fixes smartfridges showing overlays when there is nothing inside (#79982)

    ## About The Pull Request

    It was considering stock parts as contents after the refactor in #79623

    ## Why It's Good For The Game

    Bug fix

    ## Changelog

    🆑 MrMelbert
    fix: smartfridges no longer show false overlays
    /🆑

    * Fixes smartfridges showing overlays when there is nothing inside

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Andrew <[email protected]>

commit 809da32
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:18:32 2023 +0300

    [MIRROR] Fixes an outfit typo [MDB IGNORE] (#25391) (#923)

    * Fixes an outfit typo (#80077)

    ## About The Pull Request

    Fixes a typo in one of the outfits used in the Pipe Dream domain.

    Factory Quatermaster -> Factory Quartermaster
    ## Why It's Good For The Game

    Quatermaster...
    ## Changelog
    🆑 Rhials
    spellcheck: Fixes a typo in the Factory Quartermaster outfit name.
    /🆑

    * Fixes an outfit typo

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Rhials <[email protected]>

commit a3e1d3d
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:17:49 2023 +0300

    [MIRROR] Replaces cosmic heretic clone damage with organ damage [MDB IGNORE] (#25403) (#939)

    * Replaces cosmic heretic clone damage with organ damage (#80051)

    ## About The Pull Request

    This PR replaces clone damage dealt by the cosmic blade with damage to a
    random organ (8, 12, 14 respectively). To compensate for this, burn
    damage will now deal 5-14-28, which is slightly weaker immediate damage
    than before (6-16-32).

    Someone suggested that blades should remove blood from the victim,
    however I felt like that was too punishing considering the speed of
    blood regeneration.

    Feel free to share suggestions in the comments, if you know of a better
    idea. Main point of this PR is to get rid of clone damage sources.
    ## Why It's Good For The Game

    These are the last sources of clone damage in the game. We don't need it
    anymore.
    ## Changelog
    🆑
    balance: Clone damage dealt by the cosmic blade has been replaced with
    organ damage and increased burn damage. Clone damage dealt by the cosmic
    beam has been removed. The star gazer now deals burn damage instead of
    clone damage.
    fix: The health of mobs combo'd by a cosmic blade will now update
    correctly.
    /🆑

    * Replaces cosmic heretic clone damage with organ damage

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: distributivgesetz <[email protected]>

commit c8dab55
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:17:06 2023 +0300

    [MIRROR] Removes misformatted entry in `traits_by_type`. [MDB IGNORE] (#25400) (#938)

    * Removes misformatted entry in `traits_by_type`. (#80061)

    ## About The Pull Request

    Oversight from #79642 (71b45e54adfaa4c681babc545db97fa7103289de), was
    probably screwing up the way this list could potentially be used.
    ## Why It's Good For The Game

    That entry isn't supposed to be there!
    ## Changelog
    do not matter

    * Removes misformatted entry in `traits_by_type`.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>

commit f6d89ce
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:16:46 2023 +0300

    [MIRROR] Removes the vestigial slime reagent system [MDB IGNORE] (#25397) (#937)

    * Removes the vestigial slime reagent system (#80068)

    ## About The Pull Request

    Slimes, unique among simple and basic mobs, had a reagent holder. During
    life, they removed some of the reagents in the holder, but they never
    actually metabolized them. Two reagents, frostoil and capsaicin did not
    know this, and checked every time in on mob life if the mob they were in
    was a slime, which was never the case.

    Slimes also checked if they had morphine or frostoil in them when they
    detected a change in their reagents, on_reagent_change, and applied a
    slowdown. There are not many ways to put these reagents in slimes in the
    first place. Chempuffs, syringes (but not hyposprays) work, and I assume
    smoke too. I removed this dead code.

    I did see this comment _"Should be moved to the reagents at some point
    in the future. As it is I'm in a hurry."_ and I did try to move the
    effects to reagents' onExpose(), creating a status effect that only
    applies to mobs without reagents, lasts as long as it would have lasted
    based on reagents, and respects that morphine and frostoil doesn't
    stack. However, while doing this I realized I would be making reagents
    2, in a much worse, overcomplicated manner.

    In the end, I have decided to completely remove the reagent holder of
    slimes, and the morphine and frostoil effects.

    ## Why It's Good For The Game

    These systems are rather vestigial, and there isn't really much to gain
    from them. The interaction with heat and gas types is a much more unique
    system, so perhaps it will be better if we focus on them.

    Also makes it easier to convert them to basic mobs, and also, keeps them
    consistent with the rest of our mobs.

    ## Changelog

    🆑
    del: Removes the slime's reagent holder. This will make them not slow
    down from somehow imbibing morphine or frostoil.
    /🆑

    * Removes the vestigial slime reagent system

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Profakos <[email protected]>

commit 17a7832
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:15:51 2023 +0300

    [MIRROR] Meat Hook Rework (Accidental Features) [MDB IGNORE] (#25343) (#936)

    * Meat Hook Rework (Accidental Features)

    * Update meat_hook.dm

    * Update meat_hook.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 6f0e0d2
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:15:16 2023 +0300

    [MIRROR] Retools `renamedByPlayer` into TRAIT_WAS_RENAMED [MDB IGNORE] (#25355) (#935)

    * Retools `renamedByPlayer` into TRAIT_WAS_RENAMED (#80013)

    ## About The Pull Request

    On the tin, this lived on the `/obj` level and polluted a lot of stuff
    even though only a very small fraction of stuff actually leveraged it.
    Let's make it a trait for that boolean-like behavior so I can be happier
    scrolling through view-variables with less non-necessary things.

    I wish we could tie it to unique sources but that whole drinking glass
    thing makes me suspicious of weirder things so I think the way we do it
    (source being a `REF()` to the thing itself) is probably fine enough for
    the time being.
    ## Why It's Good For The Game

    Same behavior one can expect but just a bit cleaner on the backend.
    ## Changelog
    Nothing that particularly concerns players.

    * Retools `renamedByPlayer` into TRAIT_WAS_RENAMED

    * Update Blueshift.dmm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit 38cae00
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:15:02 2023 +0300

    Automatic changelog for PR #931 [ci skip]

commit 2cdb50a
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:14:29 2023 +0300

    Automatic changelog for PR #932 [ci skip]

commit ee9c9a9
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:13:39 2023 +0300

    Automatic changelog for PR #919 [ci skip]

commit 4e57054
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:13:17 2023 +0300

    Automatic changelog for PR #918 [ci skip]

commit 90d11d3
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:13:08 2023 +0300

    Automatic changelog for PR #909 [ci skip]

commit 3a42db8
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:06:30 2023 +0300

    [MIRROR] Add Felinid Laughter [MDB IGNORE] (#25375) (#931)

    * Add Felinid Laughter (#80056)

    ## About The Pull Request

    This PR allows the Felinid race to use the human laughter sounds when
    they proc the laugh emote.
    ## Why It's Good For The Game

    Felinids are closely related to humans, and while their voice is
    distinguishable, the sound of laughter should be the same. It makes
    happy and cheerful interaction more entertaining when you can actually
    hear the laugh.
    ## Changelog
    🆑
    sound: Added human laughter to felinids
    /🆑

    * Add Felinid Laughter

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: IsaacExists <[email protected]>

commit 11f43fb
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:05:23 2023 +0300

    [MIRROR] [NO GBP] Cargo-ordered bar signs don't come with access restrictions [MDB IGNORE] (#25405) (#932)

    * [NO GBP] Cargo-ordered bar signs don't come with access restrictions (#80070)

    ## About The Pull Request

    Bar signs ordered from cargo will not have an access restriction
    attached to them.

    The barsign disassembly code has been slightly modified to accommodate
    this.
    ## Why It's Good For The Game

    It didn't even occur to me that bar signs had access locks on them.

    Now you can establish Bargonia without begging the bartender/captain for
    their ID.
    ## Changelog
    🆑 Rhials
    qol: Bar signs ordered from cargo will no longer be access-restricted.
    /🆑

    * [NO GBP] Cargo-ordered bar signs don't come with access restrictions

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Rhials <[email protected]>

commit 6f6e9fc
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:04:39 2023 +0300

    [MIRROR] Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too [MDB IGNORE] (#25379) (#919)

    * Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too (#80048)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Innocence is no longer considered when an honorbound attacks a nonhuman
    (as in mob, not like, lizardpeople, lol).
    Attacking a cultist with a halo, or a blatant syndicate operative will
    now immediately make THEM guilty.
    Converting a new follower now gives 300 favor, enough for 2 declarations
    (costing 150 each)

    ## Why It's Good For The Game

    Feedback and stats taken from
    https://tgstation13.org/phpBB/viewtopic.php?p=713399#p713399
    This is really the first half of fixing Honorbound Sect. It's the least
    picked sect, because it gives a strange conditional pacifism and while
    that's fun for roleplay, the pacifism is painfully difficult to work
    with and there are just so many cases you have to ask out loud "HOW IS
    THIS INNOCENT" when a xenomorph is running at you and you can't swing. I
    still need to add rewards, but just for now let's make honorbound more
    playable by putting aside lesser creatures as at least not innocent or
    guilty (well they can be guilty, but it doesn't matter)

    Once it's better to play with the honorbound rules, we can talk more
    rewards like banners for fellow honorbound deacons and other stuff.

    ## 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
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. 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. -->

    🆑
    balance: Honorbound no longer cares about innocence when it comes to
    lesser creatures. They can still be considered unready in some cases.
    balance: Attacking a cultist with a halo or a nuclear operative first
    instantly makes THEM guilty, allowing further attacks.
    balance: More favor for converting someone to the honorbound rules
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 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. -->

    * Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: tralezab <[email protected]>

commit c6bef36
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:04:08 2023 +0300

    woe, REM/seconds_per_tick upon thee - TWitch overdoses now respect REM (#25385) (#918)

    woe flags upon thee

    Co-authored-by: Hatterhat <[email protected]>
    Co-authored-by: Hatterhat <[email protected]>

commit 92cb91e
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:03:56 2023 +0300

    [MIRROR] Punished sect blessing rework [MDB IGNORE] (#25368) (#909)

    * Punished sect blessing rework (#80043)

    ## About The Pull Request
    Instead of punished sect healing people like the normal bibble- you take
    their burdens on instead!
    All bodypart damage and wounds is transferred onto you, as well as
    blood, suffocation, cloning damage and toxins
    The amount of damage you take is dependant on your burden level,
    decreasing by 7% with every burden level (100% at level 0, 93% at level
    1, 37% at level 9 (the point at which you become a psyker))
    the punished sect is now an absolute trauma, this makes more sense
    because aheals shouldnt really clear it more than they clear stuff like
    paraplegics

    ## Why It's Good For The Game
    I think it's an interesting tweak of letting this chaplain sect do
    something the others can't in healing, yet at a possibly huge cost.

    ## Changelog
    🆑
    add: Instead of punished sect healing people like the normal bibble- you
    take their burdens on instead!
    /🆑

    ---------

    * Punished sect blessing rework

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Fikou <[email protected]>
    Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>

commit c06892e
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:02:11 2023 +0300

    Automatic changelog for PR #908 [ci skip]

commit 100ede8
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:01:49 2023 +0300

    [MIRROR] Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun [MDB IGNORE] (#25365) (#908)

    * Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun (#80030)

    ## About The Pull Request
    One of the "monkey cubes" in Birdshot's tool storage was actually a
    gorilla cube. This was funny up until people realized it was a thing and
    now people are using it intentionally to grief. I'd rather not.

    It's a different cube now. I don't want to spoil it but it won't kill
    anyone, just make people laugh.

    I added a different fun item to another tile in tool storage. Again, no
    spoilers, read the code if you really want to know what it was.

    ## Why It's Good For The Game
    I like the "cube says it's a monkey but it's not" joke. It was funny
    when people thought it was a monkey, used it, and got killed by it.
    Problem is, people know what it is now and have used it for grief
    purposes, so we can't have nice things. Gorillas are stupid hard to kill
    and will de-limb people by looking at them.

    I wanted to add something else fun to replace it that isn't just the
    exact same joke but now it won't kill you, so I did.

    ## Changelog
    🆑 Vekter
    del: Replaced the "monkey cube" in Birdshot's tool storage with a
    different "monkey cube".
    add: Added a fun surprise item to Birdshot's tool storage to compensate
    for the above change.
    /🆑

    * Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Vekter <[email protected]>

commit 089592d
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:00:15 2023 +0300

    Automatic changelog for PR #740 [ci skip]

commit b571443
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 20:59:46 2023 +0300

    [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items.  (#740)

    * [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)

    * Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

    Third /icon/ cleansing splinter 1. Comments on commits say all it does
    pretty much.

    ![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

    Inhand for walkietalkie was requested in the project, gets rid of some
    usecases of old 'gangtool', headset splitoff requested by Fazzie.
    Inhands reflecting the items they are supposed to represent is nice.

    🆑
    image: Following now have unique item sprites: syndicate war declaration
    radio, curator and chief beacon's, chaplain beacon.
    image: Following now have unique inhand sprites: radio, export scanner,
    walkie-talkie, syndicate war declaration radio, curator and chief
    beacon's, chaplain beacon.
    /🆑

    * Nukes radio.dmi, adds inhands for somewhat relevant items.

    ---------

    Co-authored-by: YesterdaysPromise <[email protected]>

    * Delete radio.dmi

    * let it be modular

    * go to modular

    * Update tgstation.dme

    * Revert "Update tgstation.dme"

    This reverts commit f206135.

    * Revert "go to modular"

    This reverts commit 6772aaf.

    * go to modular. again.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: YesterdaysPromise <[email protected]>
    Co-authored-by: Iajret <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>
ReezeBL added a commit that referenced this pull request Dec 4, 2023
…ator (#948)

* [MIRROR] Converts russian revolvers use of initial to the new :: operator [MDB IGNORE] (#25269)

* Converts russian revolvers use of initial to the new :: operator (#79948)

What the title says...
515 is cool this is a cool operator

* Converts russian revolvers use of initial to the new :: operator

---------

Co-authored-by: Nathan Singer <[email protected]>
Co-authored-by: Bloop <[email protected]>

* Squashed commit of the following:

commit fdb89a4
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 13:01:05 2023 +0300

    Automatic changelog for PR #926 [ci skip]

commit bfffddc
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:59:50 2023 +0300

    [MIRROR] Bumps compile to 515 [MDB IGNORE] (#25257) (#926)

    * Bumps compile to 515 (#79134)

    ## About The Pull Request

    LSP supports it, let's GOOOOOO
    I've removed the 515 tests since they're stable, alongside the libcall
    wrapper. left the rustgcall wrapper cause yaknow memes
    Just removed all the 515 and 514 particular define wrappers. gaming

    ## Changelog
    🆑
    server: Minimum compile version has been bumped to 515. clients still
    support 514 but we're gonna start using 515 restricted features for
    serverside now.
    /🆑

    ---------

    * Bumps compile to 515

    * Fixes a TGS regression in its API

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: LemonInTheDark <[email protected]>
    Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit 25f222c
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 12:30:01 2023 +0300

    Automatic changelog for PR #964 [ci skip]

commit fdae437
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:23:14 2023 +0300

    [MIRROR] Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. [MDB IGNORE] (#964)

    * Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. (#80097)

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Timberpoes <[email protected]>
    Co-authored-by: Iajret <[email protected]>

commit a2d2f58
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 12:20:24 2023 +0300

    Automatic changelog for PR #966 [ci skip]

commit ac0dccb
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:19:55 2023 +0300

    [MIRROR] Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty) [MDB IGNORE] (#25420) (#966)

    * Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty)

    * Update floor.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit da9be9f
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:09:49 2023 +0300

    Automatic changelog for PR #958 [ci skip]

commit 003c9a3
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:09:09 2023 +0300

    Automatic changelog for PR #959 [ci skip]

commit 583e054
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:08:23 2023 +0300

    Automatic changelog for PR #960 [ci skip]

commit a865ec8
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:54:10 2023 +0300

    Makes synth livers EMP-able again. Woohoo! (#25412) (#958)

    Fixed typo in synth liver emp_act proc

    Co-authored-by: MrDerpi <[email protected]>

commit 9d64424
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:53:54 2023 +0300

    [MIRROR] Bonespears resprite: Fixing the icky. [MDB IGNORE] (#25411) (#959)

    * Bonespears resprite: Fixing the icky. (#80084)

    ## About The Pull Request
    Bonespears were always a gross yellow colour, while the rest of the bone
    items were a nice, pretty sprite. This is my attempt at making them fit
    the theme with the rest of the kit.

    ![image](https://github.com/tgstation/tgstation/assets/53197594/54b80ed7-b584-4486-9c9f-d0d62d91f806)

    ![image](https://github.com/tgstation/tgstation/assets/53197594/2d577b4f-a2ec-48cc-93ca-1490eb8908c9)

    ## Why It's Good For The Game
    Icky bad, matching good.
    ## Changelog
    🆑
    add: Added sprites for bone spears to match the other bone items.
    /🆑

    * Bonespears resprite: Fixing the icky.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: xXPawnStarrXx <[email protected]>

commit cb3452c
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:53:32 2023 +0300

    [MIRROR] Fixes a major heretic exploit. [MDB IGNORE] (#25410) (#960)

    * Fixes a major heretic exploit.

    * Update spell.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: KittyNoodle <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 8e1c145
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 10:46:50 2023 +0300

    Automatic changelog for PR #957 [ci skip]

commit be33929
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:44:47 2023 +0300

    [MIRROR] Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` [MDB IGNORE] (#25381) (#949)

    * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

    ## About The Pull Request

    Code to handle this flag only ever existed on the `/obj` sublevel, so
    there's no need for it to be on the `/atom` level `flags_1`. There was
    probably a point in time in which mobs or turfs conducted electricity
    but there's zero code for it anymore so we truly just live in a society
    now.
    ## Why It's Good For The Game

    Frees up a slot on `flags_1` (which is really nice actually), proper
    scoping of certain bitflag stuff, etc.
    ## Changelog
    Not relevant to players.

    I may have screwed something up, will be doing a few passes on this
    myself to ensure all the search and replaces went alright but we should
    be good:tm:

    * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

    * Modular

    * Update misc.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit 3f48123
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:44:13 2023 +0300

    Minor Hotel Additions. (#25169) (#957)

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Empty axe cabinet. No correcting can happen, sadly.

    * Update spacehotel_skyrat.dmm

    * Updates on request.

    ---------

    Co-authored-by: Cursor <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 37109fc
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 10:43:46 2023 +0300

    Automatic changelog for PR #953 [ci skip]

commit f097448
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:43:18 2023 +0300

    Turns the fake announcement device into a custom announcement device (#25092) (#953)

    * Turns the fake announcement device into a custom announcement device

    * dont qdel when out of uses

    so a player can request more

    * reviews

    thank you!

    Co-authored-by: lila <[email protected]>

commit fe9ab37
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 09:54:50 2023 +0300

    Automatic changelog for PR #943 [ci skip]

commit 351e4c8
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 09:54:29 2023 +0300

    [MIRROR] Patches Up Gifts In Anticipation Of The Holidays [MDB IGNORE] (#25383) (#943)

    * Patches Up Gifts In Anticipation Of The Holidays (#80035)

    ## About The Pull Request

    I decided to look at why everyone loves (and I despise) Christmas too
    much, and was met with a lot of smelly code. In fact, some of it was
    completely busted! Let's fix several things.

    * We no longer use a GLOB for "every possible item you can cram into a
    gift box", we now use static lists scoped to the proc. That saves us
    some pollution for something that really didn't need it (and only was
    set up that way for cacheing I believe). We also static-cache stuff that
    we weren't doing previously, to save even more work (in anticipation for
    entropic heat death of universe).
    * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
    path and this new one is cleaner. This also uncovered a bug.
    * Mappers would var-edit gifts to have a unique mapped-in type, but the
    code never respected this. I fixed it so the behavior should now respect
    that rather than override the variable on Initialize(). Now the goat
    plushie gift will always have said goat plushie rather than just any
    toy.
    * Procs should now have the proper arg nomenclature.
    * Also just cleans up a lot of single letter variables and the like.
    There was some cooked shit that's now alphabetized and nicely
    multilined.
    ## Why It's Good For The Game

    Ho ho ho.
    ## Changelog
    🆑
    fix: Some mapped-in gifts that were supposed to guarantee a certain gift
    weren't spawning that exact gift type, this has been patched to reflect
    the mapper's intent.
    /🆑

    * Patches Up Gifts In Anticipation Of The Holidays

    * Update flora.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit bfd4d35
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 09:54:20 2023 +0300

    Automatic changelog for PR #945 [ci skip]

commit 693afe8
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 09:53:53 2023 +0300

    [MIRROR] Adds Mob Tag data to log messages + player panel [MDB IGNORE] (#25366) (#945)

    * Adds Mob Tag data to log messages + player panel

    * Update _logging.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 484dc9a
Author: Changelogs <[email protected]>
Date:   Mon Dec 4 01:06:41 2023 +0000

    Automatic changelog compile [ci skip]

commit f16aeea
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 23:53:16 2023 +0300

    Automatic changelog for PR #933 [ci skip]

commit ed79b61
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 23:39:14 2023 +0300

    Automatic changelog for PR #940 [ci skip]

commit 85ec3c7
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 23:31:35 2023 +0300

    Automatic changelog for PR #942 [ci skip]

commit b7bda52
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 23:23:37 2023 +0300

    [MIRROR] Ports feral cats and feral cat grenades from Hippie  (#933)

    * [MIRROR] Ports feral cats and feral cat grenades from Hippie [MDB IGNORE] (#25372)

    Ports feral cats and feral cat grenades from Hippie

    Co-authored-by: Vekter <[email protected]>
    Co-authored-by: Bloop <[email protected]>

    * mc resolve

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Vekter <[email protected]>
    Co-authored-by: Bloop <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit 93aad43
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 23:14:48 2023 +0300

    [MIRROR]  i accidentally made the twitch overdose not kill you through tox that hard oops (#922)

    * [NO GBP] i accidentally made the twitch overdose not kill you through tox that hard oops (#25394)

    i blame the krokodil code for this one

    Co-authored-by: Hatterhat <[email protected]>

    * mc resolve

    ---------

    Co-authored-by: Hatterhat <[email protected]>
    Co-authored-by: Hatterhat <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit 415f39b
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 22:05:26 2023 +0300

    [MIRROR] Adds the message server key to the Chief Engineer's memories. [MDB IGNORE] (#25401) (#940)

    * Adds the message server key to the Chief Engineer's memories. (#80063)

    ## About The Pull Request
    Like the captain has innate knowledge of the golden safe code, the Chief
    Engineer should know the daily key of the message server.

    ## Why It's Good For The Game
    It's a perk of the job.

    ## Changelog

    🆑
    add: Added the daily (roundstart) message server key to the Chief
    Engineer's memories.
    /🆑

    ---------

    * Adds the message server key to the Chief Engineer's memories.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Ghom <[email protected]>
    Co-authored-by: distributivgesetz <distributivgesetz93@ gmail.com>

commit 2493b39
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:05:12 2023 +0300

    Automatic changelog for PR #841 [ci skip]

commit ebc4332
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:05:10 2023 +0300

    Automatic changelog for PR #925 [ci skip]

commit 1dfaa02
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 22:05:05 2023 +0300

    [MIRROR] [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker) [MDB IGNORE] (#25398) (#942)

    * [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker) (#80075)

    ## About The Pull Request

    Fixes tgstation/tgstation#80047

    ## Why It's Good For The Game

    This shouldn't be happen and it's my fault, oops.

    ## Changelog
    🆑
    fix: Blocking a tackler no longer causes things to go haywire and stun
    the tackler/the tackle victim.
    /🆑

    * [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker)

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: necromanceranne <[email protected]>

commit e285dcf
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:04:42 2023 +0300

    Automatic changelog for PR #930 [ci skip]

commit 51c881e
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:04:04 2023 +0300

    Automatic changelog for PR #924 [ci skip]

commit aa76ebc
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:00:55 2023 +0300

    Automatic changelog for PR #923 [ci skip]

commit b3310ef
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 22:00:14 2023 +0300

    Automatic changelog for PR #939 [ci skip]

commit c306565
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:59:31 2023 +0300

    Automatic changelog for PR #937 [ci skip]

commit e1348d1
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:59:20 2023 +0300

    Automatic changelog for PR #936 [ci skip]

commit 3aeff00
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:56:34 2023 +0300

    New Derelict Station (Babylon Station 13) (#25061) (#841)

    * new derelict drone ruin

    * that is a part of a different pr

    * some small changes

    * second pass of change

    * its ready

    * lints are good

    * make sure they are called drones for babylon, not ks13

    * Update modular_skyrat/modules/drone_adjustments/drone.dm

    * some suggestions

    * suggestions

    * solars are less wired

    * more damaged

    * machine frames

    ---------

    Co-authored-by: jjpark-kb <[email protected]>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit ae0ddda
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:53:50 2023 +0300

    [MIRROR] Changes occurrences of `recieve` in code to `receive` [MDB IGNORE] (#25393) (#925)

    * Changes occurrences of `recieve` in code to `receive`

    * Fix conflict

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: distributivgesetz <[email protected]>
    Co-authored-by: SomeRandomOwl <[email protected]>

commit 45b1848
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:47:10 2023 +0300

    [MIRROR] Makes the QM Skirt Work For Digi Legs [MDB IGNORE] (#25389) (#930)

    * Makes the QM Skirt Work For Digi Legs (#80067)

    ## About The Pull Request
    Makes digi legs use the QM skirt properly.
    <img src="https://i.ibb.co/9qKDkr3/Digi-Lizard-Skirt.png">
    (Difference illustrated with VV)
    ## Why It's Good For The Game
    Realistically lizards shouldn't be allowed in this role, as such
    inferior beings have no business being a head of staff on a cutting-edge
    Nanotrasen research station. But if a human decides to get a leg
    transplant or something this is good for them.
    Clearly an oversight in the code. Fixes good oversights bad for the
    project.
    ## Changelog
    🆑
    fix: Digi legs work with the QM's jumpskirt
    /🆑

    * Makes the QM Skirt Work For Digi Legs

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Jackraxxus <[email protected]>

commit f2a5269
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:44:22 2023 +0300

    [MIRROR] Fixes smartfridges showing overlays when there is nothing inside [MDB IGNORE] (#25392) (#924)

    * Fixes smartfridges showing overlays when there is nothing inside (#79982)

    ## About The Pull Request

    It was considering stock parts as contents after the refactor in #79623

    ## Why It's Good For The Game

    Bug fix

    ## Changelog

    🆑 MrMelbert
    fix: smartfridges no longer show false overlays
    /🆑

    * Fixes smartfridges showing overlays when there is nothing inside

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Andrew <[email protected]>

commit 809da32
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:18:32 2023 +0300

    [MIRROR] Fixes an outfit typo [MDB IGNORE] (#25391) (#923)

    * Fixes an outfit typo (#80077)

    ## About The Pull Request

    Fixes a typo in one of the outfits used in the Pipe Dream domain.

    Factory Quatermaster -> Factory Quartermaster
    ## Why It's Good For The Game

    Quatermaster...
    ## Changelog
    🆑 Rhials
    spellcheck: Fixes a typo in the Factory Quartermaster outfit name.
    /🆑

    * Fixes an outfit typo

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Rhials <[email protected]>

commit a3e1d3d
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:17:49 2023 +0300

    [MIRROR] Replaces cosmic heretic clone damage with organ damage [MDB IGNORE] (#25403) (#939)

    * Replaces cosmic heretic clone damage with organ damage (#80051)

    ## About The Pull Request

    This PR replaces clone damage dealt by the cosmic blade with damage to a
    random organ (8, 12, 14 respectively). To compensate for this, burn
    damage will now deal 5-14-28, which is slightly weaker immediate damage
    than before (6-16-32).

    Someone suggested that blades should remove blood from the victim,
    however I felt like that was too punishing considering the speed of
    blood regeneration.

    Feel free to share suggestions in the comments, if you know of a better
    idea. Main point of this PR is to get rid of clone damage sources.
    ## Why It's Good For The Game

    These are the last sources of clone damage in the game. We don't need it
    anymore.
    ## Changelog
    🆑
    balance: Clone damage dealt by the cosmic blade has been replaced with
    organ damage and increased burn damage. Clone damage dealt by the cosmic
    beam has been removed. The star gazer now deals burn damage instead of
    clone damage.
    fix: The health of mobs combo'd by a cosmic blade will now update
    correctly.
    /🆑

    * Replaces cosmic heretic clone damage with organ damage

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: distributivgesetz <[email protected]>

commit c8dab55
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:17:06 2023 +0300

    [MIRROR] Removes misformatted entry in `traits_by_type`. [MDB IGNORE] (#25400) (#938)

    * Removes misformatted entry in `traits_by_type`. (#80061)

    ## About The Pull Request

    Oversight from #79642 (71b45e54adfaa4c681babc545db97fa7103289de), was
    probably screwing up the way this list could potentially be used.
    ## Why It's Good For The Game

    That entry isn't supposed to be there!
    ## Changelog
    do not matter

    * Removes misformatted entry in `traits_by_type`.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>

commit f6d89ce
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:16:46 2023 +0300

    [MIRROR] Removes the vestigial slime reagent system [MDB IGNORE] (#25397) (#937)

    * Removes the vestigial slime reagent system (#80068)

    ## About The Pull Request

    Slimes, unique among simple and basic mobs, had a reagent holder. During
    life, they removed some of the reagents in the holder, but they never
    actually metabolized them. Two reagents, frostoil and capsaicin did not
    know this, and checked every time in on mob life if the mob they were in
    was a slime, which was never the case.

    Slimes also checked if they had morphine or frostoil in them when they
    detected a change in their reagents, on_reagent_change, and applied a
    slowdown. There are not many ways to put these reagents in slimes in the
    first place. Chempuffs, syringes (but not hyposprays) work, and I assume
    smoke too. I removed this dead code.

    I did see this comment _"Should be moved to the reagents at some point
    in the future. As it is I'm in a hurry."_ and I did try to move the
    effects to reagents' onExpose(), creating a status effect that only
    applies to mobs without reagents, lasts as long as it would have lasted
    based on reagents, and respects that morphine and frostoil doesn't
    stack. However, while doing this I realized I would be making reagents
    2, in a much worse, overcomplicated manner.

    In the end, I have decided to completely remove the reagent holder of
    slimes, and the morphine and frostoil effects.

    ## Why It's Good For The Game

    These systems are rather vestigial, and there isn't really much to gain
    from them. The interaction with heat and gas types is a much more unique
    system, so perhaps it will be better if we focus on them.

    Also makes it easier to convert them to basic mobs, and also, keeps them
    consistent with the rest of our mobs.

    ## Changelog

    🆑
    del: Removes the slime's reagent holder. This will make them not slow
    down from somehow imbibing morphine or frostoil.
    /🆑

    * Removes the vestigial slime reagent system

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Profakos <[email protected]>

commit 17a7832
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:15:51 2023 +0300

    [MIRROR] Meat Hook Rework (Accidental Features) [MDB IGNORE] (#25343) (#936)

    * Meat Hook Rework (Accidental Features)

    * Update meat_hook.dm

    * Update meat_hook.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 6f0e0d2
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:15:16 2023 +0300

    [MIRROR] Retools `renamedByPlayer` into TRAIT_WAS_RENAMED [MDB IGNORE] (#25355) (#935)

    * Retools `renamedByPlayer` into TRAIT_WAS_RENAMED (#80013)

    ## About The Pull Request

    On the tin, this lived on the `/obj` level and polluted a lot of stuff
    even though only a very small fraction of stuff actually leveraged it.
    Let's make it a trait for that boolean-like behavior so I can be happier
    scrolling through view-variables with less non-necessary things.

    I wish we could tie it to unique sources but that whole drinking glass
    thing makes me suspicious of weirder things so I think the way we do it
    (source being a `REF()` to the thing itself) is probably fine enough for
    the time being.
    ## Why It's Good For The Game

    Same behavior one can expect but just a bit cleaner on the backend.
    ## Changelog
    Nothing that particularly concerns players.

    * Retools `renamedByPlayer` into TRAIT_WAS_RENAMED

    * Update Blueshift.dmm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit 38cae00
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:15:02 2023 +0300

    Automatic changelog for PR #931 [ci skip]

commit 2cdb50a
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:14:29 2023 +0300

    Automatic changelog for PR #932 [ci skip]

commit ee9c9a9
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:13:39 2023 +0300

    Automatic changelog for PR #919 [ci skip]

commit 4e57054
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:13:17 2023 +0300

    Automatic changelog for PR #918 [ci skip]

commit 90d11d3
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:13:08 2023 +0300

    Automatic changelog for PR #909 [ci skip]

commit 3a42db8
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:06:30 2023 +0300

    [MIRROR] Add Felinid Laughter [MDB IGNORE] (#25375) (#931)

    * Add Felinid Laughter (#80056)

    ## About The Pull Request

    This PR allows the Felinid race to use the human laughter sounds when
    they proc the laugh emote.
    ## Why It's Good For The Game

    Felinids are closely related to humans, and while their voice is
    distinguishable, the sound of laughter should be the same. It makes
    happy and cheerful interaction more entertaining when you can actually
    hear the laugh.
    ## Changelog
    🆑
    sound: Added human laughter to felinids
    /🆑

    * Add Felinid Laughter

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: IsaacExists <[email protected]>

commit 11f43fb
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:05:23 2023 +0300

    [MIRROR] [NO GBP] Cargo-ordered bar signs don't come with access restrictions [MDB IGNORE] (#25405) (#932)

    * [NO GBP] Cargo-ordered bar signs don't come with access restrictions (#80070)

    ## About The Pull Request

    Bar signs ordered from cargo will not have an access restriction
    attached to them.

    The barsign disassembly code has been slightly modified to accommodate
    this.
    ## Why It's Good For The Game

    It didn't even occur to me that bar signs had access locks on them.

    Now you can establish Bargonia without begging the bartender/captain for
    their ID.
    ## Changelog
    🆑 Rhials
    qol: Bar signs ordered from cargo will no longer be access-restricted.
    /🆑

    * [NO GBP] Cargo-ordered bar signs don't come with access restrictions

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Rhials <[email protected]>

commit 6f6e9fc
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:04:39 2023 +0300

    [MIRROR] Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too [MDB IGNORE] (#25379) (#919)

    * Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too (#80048)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Innocence is no longer considered when an honorbound attacks a nonhuman
    (as in mob, not like, lizardpeople, lol).
    Attacking a cultist with a halo, or a blatant syndicate operative will
    now immediately make THEM guilty.
    Converting a new follower now gives 300 favor, enough for 2 declarations
    (costing 150 each)

    ## Why It's Good For The Game

    Feedback and stats taken from
    https://tgstation13.org/phpBB/viewtopic.php?p=713399#p713399
    This is really the first half of fixing Honorbound Sect. It's the least
    picked sect, because it gives a strange conditional pacifism and while
    that's fun for roleplay, the pacifism is painfully difficult to work
    with and there are just so many cases you have to ask out loud "HOW IS
    THIS INNOCENT" when a xenomorph is running at you and you can't swing. I
    still need to add rewards, but just for now let's make honorbound more
    playable by putting aside lesser creatures as at least not innocent or
    guilty (well they can be guilty, but it doesn't matter)

    Once it's better to play with the honorbound rules, we can talk more
    rewards like banners for fellow honorbound deacons and other stuff.

    ## 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
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. 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. -->

    🆑
    balance: Honorbound no longer cares about innocence when it comes to
    lesser creatures. They can still be considered unready in some cases.
    balance: Attacking a cultist with a halo or a nuclear operative first
    instantly makes THEM guilty, allowing further attacks.
    balance: More favor for converting someone to the honorbound rules
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 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. -->

    * Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: tralezab <[email protected]>

commit c6bef36
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:04:08 2023 +0300

    woe, REM/seconds_per_tick upon thee - TWitch overdoses now respect REM (#25385) (#918)

    woe flags upon thee

    Co-authored-by: Hatterhat <[email protected]>
    Co-authored-by: Hatterhat <[email protected]>

commit 92cb91e
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:03:56 2023 +0300

    [MIRROR] Punished sect blessing rework [MDB IGNORE] (#25368) (#909)

    * Punished sect blessing rework (#80043)

    ## About The Pull Request
    Instead of punished sect healing people like the normal bibble- you take
    their burdens on instead!
    All bodypart damage and wounds is transferred onto you, as well as
    blood, suffocation, cloning damage and toxins
    The amount of damage you take is dependant on your burden level,
    decreasing by 7% with every burden level (100% at level 0, 93% at level
    1, 37% at level 9 (the point at which you become a psyker))
    the punished sect is now an absolute trauma, this makes more sense
    because aheals shouldnt really clear it more than they clear stuff like
    paraplegics

    ## Why It's Good For The Game
    I think it's an interesting tweak of letting this chaplain sect do
    something the others can't in healing, yet at a possibly huge cost.

    ## Changelog
    🆑
    add: Instead of punished sect healing people like the normal bibble- you
    take their burdens on instead!
    /🆑

    ---------

    * Punished sect blessing rework

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Fikou <[email protected]>
    Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>

commit c06892e
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:02:11 2023 +0300

    Automatic changelog for PR #908 [ci skip]

commit 100ede8
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 21:01:49 2023 +0300

    [MIRROR] Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun [MDB IGNORE] (#25365) (#908)

    * Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun (#80030)

    ## About The Pull Request
    One of the "monkey cubes" in Birdshot's tool storage was actually a
    gorilla cube. This was funny up until people realized it was a thing and
    now people are using it intentionally to grief. I'd rather not.

    It's a different cube now. I don't want to spoil it but it won't kill
    anyone, just make people laugh.

    I added a different fun item to another tile in tool storage. Again, no
    spoilers, read the code if you really want to know what it was.

    ## Why It's Good For The Game
    I like the "cube says it's a monkey but it's not" joke. It was funny
    when people thought it was a monkey, used it, and got killed by it.
    Problem is, people know what it is now and have used it for grief
    purposes, so we can't have nice things. Gorillas are stupid hard to kill
    and will de-limb people by looking at them.

    I wanted to add something else fun to replace it that isn't just the
    exact same joke but now it won't kill you, so I did.

    ## Changelog
    🆑 Vekter
    del: Replaced the "monkey cube" in Birdshot's tool storage with a
    different "monkey cube".
    add: Added a fun surprise item to Birdshot's tool storage to compensate
    for the above change.
    /🆑

    * Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Vekter <[email protected]>

commit 089592d
Author: Yaroslav Nurkov <[email protected]>
Date:   Sun Dec 3 21:00:15 2023 +0300

    Automatic changelog for PR #740 [ci skip]

commit b571443
Author: Iajret Creature <[email protected]>
Date:   Sun Dec 3 20:59:46 2023 +0300

    [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items.  (#740)

    * [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)

    * Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

    Third /icon/ cleansing splinter 1. Comments on commits say all it does
    pretty much.

    ![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

    Inhand for walkietalkie was requested in the project, gets rid of some
    usecases of old 'gangtool', headset splitoff requested by Fazzie.
    Inhands reflecting the items they are supposed to represent is nice.

    🆑
    image: Following now have unique item sprites: syndicate war declaration
    radio, curator and chief beacon's, chaplain beacon.
    image: Following now have unique inhand sprites: radio, export scanner,
    walkie-talkie, syndicate war declaration radio, curator and chief
    beacon's, chaplain beacon.
    /🆑

    * Nukes radio.dmi, adds inhands for somewhat relevant items.

    ---------

    Co-authored-by: YesterdaysPromise <[email protected]>

    * Delete radio.dmi

    * let it be modular

    * go to modular

    * Update tgstation.dme

    * Revert "Update tgstation.dme"

    This reverts commit f206135.

    * Revert "go to modular"

    This reverts commit 6772aaf.

    * go to modular. again.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: YesterdaysPromise <[email protected]>
    Co-authored-by: Iajret <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

---------

Co-authored-by: SkyratBot <[email protected]>
Co-authored-by: Nathan Singer <[email protected]>
Co-authored-by: Bloop <[email protected]>
Co-authored-by: ReezeBL <[email protected]>
ReezeBL added a commit that referenced this pull request Dec 4, 2023
commit 1f24d25254ff6a45300dff1b0d966e1934da6b9c
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 20:43:42 2023 +0300

    Automatic changelog for PR #952 [ci skip]

commit a297b13e840f70284ebdfcf8fcf8e106156620d6
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 20:31:43 2023 +0300

    Gives Security The Correct Tackle Gloves (#25386) (#952)

    * what if i tackled you haha

    * actually this

    * Update code/game/objects/structures/crates_lockers/closets/secure/security.dm

    ---------

    Co-authored-by: Nerevar <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 2fa0aad1a1a1de6f6c8a0b2aac0ece2e8e220695
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 20:31:34 2023 +0300

    Automatic changelog for PR #921 [ci skip]

commit 2e1ba43f00f3d817e972a5042052df8db4179003
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 20:31:11 2023 +0300

    Automatic changelog for PR #903 [ci skip]

commit 4dbbd2a00eadb6d0a25599b783d5a4a0b799bb74
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 20:30:52 2023 +0300

    Armor tech of the current* year | Protect yourself from all them "guncargos" the old people keep warning you about (#24947) (#921)

    * oh yeah i havent saved any of this

    * fixes some things that weren't quite right

    * makes the sacrificial armor actually take damage

    * slight numbers tweak

    * adds cargo packs to let sec bulk order this stuff

    * shortens the normal desc of the hardened vests

    * potentially actually fixes the sacrificial armor not working (evil)

    * certified copy paste moment

    * buffs protection lowers durability of sacrificial armor

    * maybe possibly fixes that sound

    * tweaks colors of peacekeeper helmet slightly

    * makes the import company look nicer

    * fixes crate access and armor value sin

    * fixes the vest for digitgrades

    * fixes sacrificial armor

    * removes a bunch of debug messages

    * fixes weird compiler thing

    * armor defines, buffs sacrificial armor slightly and pk armor more

    * adds a face shield for the val

    * adds an examine relating to the face shields

    * makes the val face shield not hide your face

    * Update modular_skyrat/modules/specialist_armor/code/sacrificial.dm

    * stuff holden suggests

    ---------

    Co-authored-by: Paxilmaniac <[email protected]>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit 64eff0e4f75ecc6f4890670ff705feeb22e69d3e
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 20:30:42 2023 +0300

    CIN Evilguns | The gunnenshootening pt 3 | Long live the king | Slight rework of the CIN surplus company (#24304) (#903)

    * scream if you love poland !!!!

    * oh yeah its all coming together

    * WAR

    * dme fixes before i break everything

    * f1

    * WHAGG

    * expect more similarly poorly named commits in the future

    * war pt 2

    * ooprs

    * sharpshooter icon fix

    * that should be everything actually

    * i forgot demo mod exists

    * deletes now unused ak ammo

    * thats not real anymore

    * every test failure ever

    * reduces the weapon weight of the bobr

    * tweaks opfor weapons since they all changed since i last saw them

    * fixes the plasma pistols and tweaks their numbers a little

    * deletes the luk, delete lanca proj dam mod, decreases lanca firerate

    * tweaks the outfits that use these guns a bit and makes the miecz one han

    * removes the luk from that one mapping helper

    * puts the sakhno back on order

    * tweaks around the lanca's ammo capacity

    * updates the milsim domain stuff

    * fixes some of the stuff

    * makes the lanca and miecz magazines not normal size

    ---------

    Co-authored-by: Paxilmaniac <[email protected]>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit f2a137f59430bfd496535221fbce280d203402eb
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 15:35:13 2023 +0300

    Automatic changelog for PR #944 [ci skip]

commit 1d1b801ac640d82e7b7d1934da600fa8d28f2428
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 15:35:01 2023 +0300

    [MIRROR] Converts russian revolvers use of initial to the new :: operator  (#948)

    * [MIRROR] Converts russian revolvers use of initial to the new :: operator [MDB IGNORE] (#25269)

    * Converts russian revolvers use of initial to the new :: operator (#79948)

    What the title says...
    515 is cool this is a cool operator

    * Converts russian revolvers use of initial to the new :: operator

    ---------

    Co-authored-by: Nathan Singer <[email protected]>
    Co-authored-by: Bloop <[email protected]>

    * Squashed commit of the following:

    commit fdb89a444fe2d0e684814b356d2b4a32cd8512ef
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 13:01:05 2023 +0300

        Automatic changelog for PR #926 [ci skip]

    commit bfffddc2b90f3e480f0afb5ad9bc3d6b1c7765e0
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 12:59:50 2023 +0300

        [MIRROR] Bumps compile to 515 [MDB IGNORE] (#25257) (#926)

        * Bumps compile to 515 (#79134)

        ## About The Pull Request

        LSP supports it, let's GOOOOOO
        I've removed the 515 tests since they're stable, alongside the libcall
        wrapper. left the rustgcall wrapper cause yaknow memes
        Just removed all the 515 and 514 particular define wrappers. gaming

        ## Changelog
        :cl:
        server: Minimum compile version has been bumped to 515. clients still
        support 514 but we're gonna start using 515 restricted features for
        serverside now.
        /:cl:

        ---------

        * Bumps compile to 515

        * Fixes a TGS regression in its API

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: LemonInTheDark <[email protected]>
        Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
        Co-authored-by: GoldenAlpharex <[email protected]>

    commit 25f222c8cf1f9fb75d0e4ac8553474992613926c
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 12:30:01 2023 +0300

        Automatic changelog for PR #964 [ci skip]

    commit fdae437273975482694b5490d8d5ef54aa71feec
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 12:23:14 2023 +0300

        [MIRROR] Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. [MDB IGNORE] (#964)

        * Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. (#80097)

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Timberpoes <[email protected]>
        Co-authored-by: Iajret <[email protected]>

    commit a2d2f582d314254db244ae483c4aa4af8df99be9
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 12:20:24 2023 +0300

        Automatic changelog for PR #966 [ci skip]

    commit ac0dccb5e10ddd02d6aead6f862a84ac73ca4872
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 12:19:55 2023 +0300

        [MIRROR] Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty) [MDB IGNORE] (#25420) (#966)

        * Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty)

        * Update floor.dm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>
        Co-authored-by: Bloop <[email protected]>

    commit da9be9fb18b198fe3ed3e43b47bb32a0298f55fa
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 11:09:49 2023 +0300

        Automatic changelog for PR #958 [ci skip]

    commit 003c9a3f53c41d011c97a2051428a7b4a2cd1539
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 11:09:09 2023 +0300

        Automatic changelog for PR #959 [ci skip]

    commit 583e054580f1da5c29621fec996a5491308429a9
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 11:08:23 2023 +0300

        Automatic changelog for PR #960 [ci skip]

    commit a865ec81357d3e1f0fbdffbf6b4c4d1dbcb5eb05
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 10:54:10 2023 +0300

        Makes synth livers EMP-able again. Woohoo! (#25412) (#958)

        Fixed typo in synth liver emp_act proc

        Co-authored-by: MrDerpi <[email protected]>

    commit 9d64424fa0c617b2cce75b96b02d7bdc04e7ced1
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 10:53:54 2023 +0300

        [MIRROR] Bonespears resprite: Fixing the icky. [MDB IGNORE] (#25411) (#959)

        * Bonespears resprite: Fixing the icky. (#80084)

        ## About The Pull Request
        Bonespears were always a gross yellow colour, while the rest of the bone
        items were a nice, pretty sprite. This is my attempt at making them fit
        the theme with the rest of the kit.

        ![image](https://github.com/tgstation/tgstation/assets/53197594/54b80ed7-b584-4486-9c9f-d0d62d91f806)

        ![image](https://github.com/tgstation/tgstation/assets/53197594/2d577b4f-a2ec-48cc-93ca-1490eb8908c9)

        ## Why It's Good For The Game
        Icky bad, matching good.
        ## Changelog
        :cl:
        add: Added sprites for bone spears to match the other bone items.
        /:cl:

        * Bonespears resprite: Fixing the icky.

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: xXPawnStarrXx <[email protected]>

    commit cb3452c67371bbd3b1f633d76d62d9a826df1807
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 10:53:32 2023 +0300

        [MIRROR] Fixes a major heretic exploit. [MDB IGNORE] (#25410) (#960)

        * Fixes a major heretic exploit.

        * Update spell.dm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: KittyNoodle <[email protected]>
        Co-authored-by: Bloop <[email protected]>

    commit 8e1c145ca62e9c60c7fe47ac08bd5e5aa3bdc57f
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 10:46:50 2023 +0300

        Automatic changelog for PR #957 [ci skip]

    commit be33929f114f2fff79478027677a4103437ee3aa
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 10:44:47 2023 +0300

        [MIRROR] Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` [MDB IGNORE] (#25381) (#949)

        * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

        ## About The Pull Request

        Code to handle this flag only ever existed on the `/obj` sublevel, so
        there's no need for it to be on the `/atom` level `flags_1`. There was
        probably a point in time in which mobs or turfs conducted electricity
        but there's zero code for it anymore so we truly just live in a society
        now.
        ## Why It's Good For The Game

        Frees up a slot on `flags_1` (which is really nice actually), proper
        scoping of certain bitflag stuff, etc.
        ## Changelog
        Not relevant to players.

        I may have screwed something up, will be doing a few passes on this
        myself to ensure all the search and replaces went alright but we should
        be good:tm:

        * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

        * Modular

        * Update misc.dm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>
        Co-authored-by: Giz <[email protected]>

    commit 3f48123e051529b56b71f9d291df6713005621d4
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 10:44:13 2023 +0300

        Minor Hotel Additions. (#25169) (#957)

        * Update spacehotel_skyrat.dmm

        * Update spacehotel_skyrat.dmm

        * Update spacehotel_skyrat.dmm

        * Update spacehotel_skyrat.dmm

        * Empty axe cabinet. No correcting can happen, sadly.

        * Update spacehotel_skyrat.dmm

        * Updates on request.

        ---------

        Co-authored-by: Cursor <[email protected]>
        Co-authored-by: Bloop <[email protected]>

    commit 37109fc612d9ae66bf863320678e1b11e45277c4
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 10:43:46 2023 +0300

        Automatic changelog for PR #953 [ci skip]

    commit f09744854e90a160de069e4e460f062c3fe7c812
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 10:43:18 2023 +0300

        Turns the fake announcement device into a custom announcement device (#25092) (#953)

        * Turns the fake announcement device into a custom announcement device

        * dont qdel when out of uses

        so a player can request more

        * reviews

        thank you!

        Co-authored-by: lila <[email protected]>

    commit fe9ab375c1c18195802a30f5694d7f28c4e414dd
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 09:54:50 2023 +0300

        Automatic changelog for PR #943 [ci skip]

    commit 351e4c85fcf53c8f86de9798b8baad607653e09e
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 09:54:29 2023 +0300

        [MIRROR] Patches Up Gifts In Anticipation Of The Holidays [MDB IGNORE] (#25383) (#943)

        * Patches Up Gifts In Anticipation Of The Holidays (#80035)

        ## About The Pull Request

        I decided to look at why everyone loves (and I despise) Christmas too
        much, and was met with a lot of smelly code. In fact, some of it was
        completely busted! Let's fix several things.

        * We no longer use a GLOB for "every possible item you can cram into a
        gift box", we now use static lists scoped to the proc. That saves us
        some pollution for something that really didn't need it (and only was
        set up that way for cacheing I believe). We also static-cache stuff that
        we weren't doing previously, to save even more work (in anticipation for
        entropic heat death of universe).
        * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
        path and this new one is cleaner. This also uncovered a bug.
        * Mappers would var-edit gifts to have a unique mapped-in type, but the
        code never respected this. I fixed it so the behavior should now respect
        that rather than override the variable on Initialize(). Now the goat
        plushie gift will always have said goat plushie rather than just any
        toy.
        * Procs should now have the proper arg nomenclature.
        * Also just cleans up a lot of single letter variables and the like.
        There was some cooked shit that's now alphabetized and nicely
        multilined.
        ## Why It's Good For The Game

        Ho ho ho.
        ## Changelog
        :cl:
        fix: Some mapped-in gifts that were supposed to guarantee a certain gift
        weren't spawning that exact gift type, this has been patched to reflect
        the mapper's intent.
        /:cl:

        * Patches Up Gifts In Anticipation Of The Holidays

        * Update flora.dm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>
        Co-authored-by: Giz <[email protected]>

    commit bfd4d35227ee37bf7b5767d824b90a171c988f22
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Mon Dec 4 09:54:20 2023 +0300

        Automatic changelog for PR #945 [ci skip]

    commit 693afe8cee48404bd89a81331bd29263b8fee8ce
    Author: Iajret Creature <[email protected]>
    Date:   Mon Dec 4 09:53:53 2023 +0300

        [MIRROR] Adds Mob Tag data to log messages + player panel [MDB IGNORE] (#25366) (#945)

        * Adds Mob Tag data to log messages + player panel

        * Update _logging.dm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>
        Co-authored-by: Bloop <[email protected]>

    commit 484dc9a9bb858729fc0127b03fd5e757bd6f51c7
    Author: Changelogs <[email protected]>
    Date:   Mon Dec 4 01:06:41 2023 +0000

        Automatic changelog compile [ci skip]

    commit f16aeea4ff7a98b3f12216076f39e3cc53c2f147
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 23:53:16 2023 +0300

        Automatic changelog for PR #933 [ci skip]

    commit ed79b618f4202b7a3a6af26c28709097c7876150
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 23:39:14 2023 +0300

        Automatic changelog for PR #940 [ci skip]

    commit 85ec3c7f874b0c34d273051d64de153b78bf3d44
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 23:31:35 2023 +0300

        Automatic changelog for PR #942 [ci skip]

    commit b7bda52f63e65bf62fc7945c8951d8702df3527f
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 23:23:37 2023 +0300

        [MIRROR] Ports feral cats and feral cat grenades from Hippie  (#933)

        * [MIRROR] Ports feral cats and feral cat grenades from Hippie [MDB IGNORE] (#25372)

        Ports feral cats and feral cat grenades from Hippie

        Co-authored-by: Vekter <[email protected]>
        Co-authored-by: Bloop <[email protected]>

        * mc resolve

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Vekter <[email protected]>
        Co-authored-by: Bloop <[email protected]>
        Co-authored-by: ReezeBL <[email protected]>

    commit 93aad4371b8faa2aae6e8d605da68dbb4a97b6bd
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 23:14:48 2023 +0300

        [MIRROR]  i accidentally made the twitch overdose not kill you through tox that hard oops (#922)

        * [NO GBP] i accidentally made the twitch overdose not kill you through tox that hard oops (#25394)

        i blame the krokodil code for this one

        Co-authored-by: Hatterhat <[email protected]>

        * mc resolve

        ---------

        Co-authored-by: Hatterhat <[email protected]>
        Co-authored-by: Hatterhat <[email protected]>
        Co-authored-by: ReezeBL <[email protected]>

    commit 415f39b85f07165c9dc04bcf386cd58fd4489238
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 22:05:26 2023 +0300

        [MIRROR] Adds the message server key to the Chief Engineer's memories. [MDB IGNORE] (#25401) (#940)

        * Adds the message server key to the Chief Engineer's memories. (#80063)

        ## About The Pull Request
        Like the captain has innate knowledge of the golden safe code, the Chief
        Engineer should know the daily key of the message server.

        ## Why It's Good For The Game
        It's a perk of the job.

        ## Changelog

        :cl:
        add: Added the daily (roundstart) message server key to the Chief
        Engineer's memories.
        /:cl:

        ---------

        * Adds the message server key to the Chief Engineer's memories.

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Ghom <[email protected]>
        Co-authored-by: distributivgesetz <distributivgesetz93@ gmail.com>

    commit 2493b394c62004ab980f07bc74931a026e5e6a15
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 22:05:12 2023 +0300

        Automatic changelog for PR #841 [ci skip]

    commit ebc43325bf06c673f568150596643ebfb609659d
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 22:05:10 2023 +0300

        Automatic changelog for PR #925 [ci skip]

    commit 1dfaa02bbc95a985195c325dd0470e7fd20d45e6
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 22:05:05 2023 +0300

        [MIRROR] [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker) [MDB IGNORE] (#25398) (#942)

        * [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker) (#80075)

        ## About The Pull Request

        Fixes https://github.com/tgstation/tgstation/issues/80047

        ## Why It's Good For The Game

        This shouldn't be happen and it's my fault, oops.

        ## Changelog
        :cl:
        fix: Blocking a tackler no longer causes things to go haywire and stun
        the tackler/the tackle victim.
        /:cl:

        * [NO GBP] Fixes blocking tackles forcing people to be stunned when they shouldn't be (both tackler and potentially blocker)

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: necromanceranne <[email protected]>

    commit e285dcf8fafd0028e88f4f9d2afbfe6bc5075170
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 22:04:42 2023 +0300

        Automatic changelog for PR #930 [ci skip]

    commit 51c881e4d99db5e6a774407dbe22e124450a78c0
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 22:04:04 2023 +0300

        Automatic changelog for PR #924 [ci skip]

    commit aa76ebcb54c6c3e55326dbeaef39a269618e7621
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 22:00:55 2023 +0300

        Automatic changelog for PR #923 [ci skip]

    commit b3310ef683971880666ad398fe0c5d5f334fb631
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 22:00:14 2023 +0300

        Automatic changelog for PR #939 [ci skip]

    commit c306565c364edf3432a793ea3281f1ffa3385153
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:59:31 2023 +0300

        Automatic changelog for PR #937 [ci skip]

    commit e1348d1f6112fbb01fe484b0d9d232f1b90704fc
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:59:20 2023 +0300

        Automatic changelog for PR #936 [ci skip]

    commit 3aeff0017894417e55c53bdbb203fa8e4d58460a
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:56:34 2023 +0300

        New Derelict Station (Babylon Station 13) (#25061) (#841)

        * new derelict drone ruin

        * that is a part of a different pr

        * some small changes

        * second pass of change

        * its ready

        * lints are good

        * make sure they are called drones for babylon, not ks13

        * Update modular_skyrat/modules/drone_adjustments/drone.dm

        * some suggestions

        * suggestions

        * solars are less wired

        * more damaged

        * machine frames

        ---------

        Co-authored-by: jjpark-kb <[email protected]>
        Co-authored-by: GoldenAlpharex <[email protected]>

    commit ae0dddaf719a945b49cc183f26ca70394d0434e0
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:53:50 2023 +0300

        [MIRROR] Changes occurrences of `recieve` in code to `receive` [MDB IGNORE] (#25393) (#925)

        * Changes occurrences of `recieve` in code to `receive`

        * Fix conflict

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: distributivgesetz <[email protected]>
        Co-authored-by: SomeRandomOwl <[email protected]>

    commit 45b1848eb133f02a944d0e8ae109e7acab494fed
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:47:10 2023 +0300

        [MIRROR] Makes the QM Skirt Work For Digi Legs [MDB IGNORE] (#25389) (#930)

        * Makes the QM Skirt Work For Digi Legs (#80067)

        ## About The Pull Request
        Makes digi legs use the QM skirt properly.
        <img src="https://i.ibb.co/9qKDkr3/Digi-Lizard-Skirt.png">
        (Difference illustrated with VV)
        ## Why It's Good For The Game
        Realistically lizards shouldn't be allowed in this role, as such
        inferior beings have no business being a head of staff on a cutting-edge
        Nanotrasen research station. But if a human decides to get a leg
        transplant or something this is good for them.
        Clearly an oversight in the code. Fixes good oversights bad for the
        project.
        ## Changelog
        :cl:
        fix: Digi legs work with the QM's jumpskirt
        /:cl:

        * Makes the QM Skirt Work For Digi Legs

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Jackraxxus <[email protected]>

    commit f2a5269383745d84bcbcd0829214afbcb868ff9f
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:44:22 2023 +0300

        [MIRROR] Fixes smartfridges showing overlays when there is nothing inside [MDB IGNORE] (#25392) (#924)

        * Fixes smartfridges showing overlays when there is nothing inside (#79982)

        ## About The Pull Request

        It was considering stock parts as contents after the refactor in #79623

        ## Why It's Good For The Game

        Bug fix

        ## Changelog

        :cl: MrMelbert
        fix: smartfridges no longer show false overlays
        /:cl:

        * Fixes smartfridges showing overlays when there is nothing inside

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Andrew <[email protected]>

    commit 809da329034568e05dcf367ca335f57fa4daad72
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:18:32 2023 +0300

        [MIRROR] Fixes an outfit typo [MDB IGNORE] (#25391) (#923)

        * Fixes an outfit typo (#80077)

        ## About The Pull Request

        Fixes a typo in one of the outfits used in the Pipe Dream domain.

        Factory Quatermaster -> Factory Quartermaster
        ## Why It's Good For The Game

        Quatermaster...
        ## Changelog
        :cl: Rhials
        spellcheck: Fixes a typo in the Factory Quartermaster outfit name.
        /:cl:

        * Fixes an outfit typo

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Rhials <[email protected]>

    commit a3e1d3d6efcfa9f8748e400d19b1b96b0331de78
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:17:49 2023 +0300

        [MIRROR] Replaces cosmic heretic clone damage with organ damage [MDB IGNORE] (#25403) (#939)

        * Replaces cosmic heretic clone damage with organ damage (#80051)

        ## About The Pull Request

        This PR replaces clone damage dealt by the cosmic blade with damage to a
        random organ (8, 12, 14 respectively). To compensate for this, burn
        damage will now deal 5-14-28, which is slightly weaker immediate damage
        than before (6-16-32).

        Someone suggested that blades should remove blood from the victim,
        however I felt like that was too punishing considering the speed of
        blood regeneration.

        Feel free to share suggestions in the comments, if you know of a better
        idea. Main point of this PR is to get rid of clone damage sources.
        ## Why It's Good For The Game

        These are the last sources of clone damage in the game. We don't need it
        anymore.
        ## Changelog
        :cl:
        balance: Clone damage dealt by the cosmic blade has been replaced with
        organ damage and increased burn damage. Clone damage dealt by the cosmic
        beam has been removed. The star gazer now deals burn damage instead of
        clone damage.
        fix: The health of mobs combo'd by a cosmic blade will now update
        correctly.
        /:cl:

        * Replaces cosmic heretic clone damage with organ damage

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: distributivgesetz <[email protected]>

    commit c8dab55449e127c51ae7f51ce6c974f70cd3321a
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:17:06 2023 +0300

        [MIRROR] Removes misformatted entry in `traits_by_type`. [MDB IGNORE] (#25400) (#938)

        * Removes misformatted entry in `traits_by_type`. (#80061)

        ## About The Pull Request

        Oversight from #79642 (71b45e54adfaa4c681babc545db97fa7103289de), was
        probably screwing up the way this list could potentially be used.
        ## Why It's Good For The Game

        That entry isn't supposed to be there!
        ## Changelog
        do not matter

        * Removes misformatted entry in `traits_by_type`.

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>

    commit f6d89ce69fb76ffd10d8d19993aaab1a526a3f22
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:16:46 2023 +0300

        [MIRROR] Removes the vestigial slime reagent system [MDB IGNORE] (#25397) (#937)

        * Removes the vestigial slime reagent system (#80068)

        ## About The Pull Request

        Slimes, unique among simple and basic mobs, had a reagent holder. During
        life, they removed some of the reagents in the holder, but they never
        actually metabolized them. Two reagents, frostoil and capsaicin did not
        know this, and checked every time in on mob life if the mob they were in
        was a slime, which was never the case.

        Slimes also checked if they had morphine or frostoil in them when they
        detected a change in their reagents, on_reagent_change, and applied a
        slowdown. There are not many ways to put these reagents in slimes in the
        first place. Chempuffs, syringes (but not hyposprays) work, and I assume
        smoke too. I removed this dead code.

        I did see this comment _"Should be moved to the reagents at some point
        in the future. As it is I'm in a hurry."_ and I did try to move the
        effects to reagents' onExpose(), creating a status effect that only
        applies to mobs without reagents, lasts as long as it would have lasted
        based on reagents, and respects that morphine and frostoil doesn't
        stack. However, while doing this I realized I would be making reagents
        2, in a much worse, overcomplicated manner.

        In the end, I have decided to completely remove the reagent holder of
        slimes, and the morphine and frostoil effects.

        ## Why It's Good For The Game

        These systems are rather vestigial, and there isn't really much to gain
        from them. The interaction with heat and gas types is a much more unique
        system, so perhaps it will be better if we focus on them.

        Also makes it easier to convert them to basic mobs, and also, keeps them
        consistent with the rest of our mobs.

        ## Changelog

        :cl:
        del: Removes the slime's reagent holder. This will make them not slow
        down from somehow imbibing morphine or frostoil.
        /:cl:

        * Removes the vestigial slime reagent system

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Profakos <[email protected]>

    commit 17a7832aa81940cf7efe15cc4d5b153205766f46
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:15:51 2023 +0300

        [MIRROR] Meat Hook Rework (Accidental Features) [MDB IGNORE] (#25343) (#936)

        * Meat Hook Rework (Accidental Features)

        * Update meat_hook.dm

        * Update meat_hook.dm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>
        Co-authored-by: Bloop <[email protected]>

    commit 6f0e0d2a1e5634bb09c06bd27c77b60c885064d7
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:15:16 2023 +0300

        [MIRROR] Retools `renamedByPlayer` into TRAIT_WAS_RENAMED [MDB IGNORE] (#25355) (#935)

        * Retools `renamedByPlayer` into TRAIT_WAS_RENAMED (#80013)

        ## About The Pull Request

        On the tin, this lived on the `/obj` level and polluted a lot of stuff
        even though only a very small fraction of stuff actually leveraged it.
        Let's make it a trait for that boolean-like behavior so I can be happier
        scrolling through view-variables with less non-necessary things.

        I wish we could tie it to unique sources but that whole drinking glass
        thing makes me suspicious of weirder things so I think the way we do it
        (source being a `REF()` to the thing itself) is probably fine enough for
        the time being.
        ## Why It's Good For The Game

        Same behavior one can expect but just a bit cleaner on the backend.
        ## Changelog
        Nothing that particularly concerns players.

        * Retools `renamedByPlayer` into TRAIT_WAS_RENAMED

        * Update Blueshift.dmm

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: san7890 <[email protected]>
        Co-authored-by: Giz <[email protected]>

    commit 38cae00a62e6acfb4ea187bcabd749cfe0b191cb
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:15:02 2023 +0300

        Automatic changelog for PR #931 [ci skip]

    commit 2cdb50ae363de1b833a16e3405e3832b04172599
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:14:29 2023 +0300

        Automatic changelog for PR #932 [ci skip]

    commit ee9c9a9f362e56f80408afc93ff2422babb80183
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:13:39 2023 +0300

        Automatic changelog for PR #919 [ci skip]

    commit 4e57054c82a35b62df6ac987e7c0176dea2bc35a
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:13:17 2023 +0300

        Automatic changelog for PR #918 [ci skip]

    commit 90d11d3399b4107aca9934978a52f0694aacbd64
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:13:08 2023 +0300

        Automatic changelog for PR #909 [ci skip]

    commit 3a42db8c89f6824b63f5dcf1137ab92de6493a1f
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:06:30 2023 +0300

        [MIRROR] Add Felinid Laughter [MDB IGNORE] (#25375) (#931)

        * Add Felinid Laughter (#80056)

        ## About The Pull Request

        This PR allows the Felinid race to use the human laughter sounds when
        they proc the laugh emote.
        ## Why It's Good For The Game

        Felinids are closely related to humans, and while their voice is
        distinguishable, the sound of laughter should be the same. It makes
        happy and cheerful interaction more entertaining when you can actually
        hear the laugh.
        ## Changelog
        :cl:
        sound: Added human laughter to felinids
        /:cl:

        * Add Felinid Laughter

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: IsaacExists <[email protected]>

    commit 11f43fb582694dc0f997dfa01abe7cd8c9d3b0ff
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:05:23 2023 +0300

        [MIRROR] [NO GBP] Cargo-ordered bar signs don't come with access restrictions [MDB IGNORE] (#25405) (#932)

        * [NO GBP] Cargo-ordered bar signs don't come with access restrictions (#80070)

        ## About The Pull Request

        Bar signs ordered from cargo will not have an access restriction
        attached to them.

        The barsign disassembly code has been slightly modified to accommodate
        this.
        ## Why It's Good For The Game

        It didn't even occur to me that bar signs had access locks on them.

        Now you can establish Bargonia without begging the bartender/captain for
        their ID.
        ## Changelog
        :cl: Rhials
        qol: Bar signs ordered from cargo will no longer be access-restricted.
        /:cl:

        * [NO GBP] Cargo-ordered bar signs don't come with access restrictions

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Rhials <[email protected]>

    commit 6f6e9fc3c810462edf8566730e4bd7a3f5783a47
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:04:39 2023 +0300

        [MIRROR] Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too [MDB IGNORE] (#25379) (#919)

        * Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too (#80048)

        <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
        not be viewable. -->
        <!-- You can view Contributing.MD for a detailed description of the pull
        request process. -->

        ## About The Pull Request

        Innocence is no longer considered when an honorbound attacks a nonhuman
        (as in mob, not like, lizardpeople, lol).
        Attacking a cultist with a halo, or a blatant syndicate operative will
        now immediately make THEM guilty.
        Converting a new follower now gives 300 favor, enough for 2 declarations
        (costing 150 each)

        ## Why It's Good For The Game

        Feedback and stats taken from
        https://tgstation13.org/phpBB/viewtopic.php?p=713399#p713399
        This is really the first half of fixing Honorbound Sect. It's the least
        picked sect, because it gives a strange conditional pacifism and while
        that's fun for roleplay, the pacifism is painfully difficult to work
        with and there are just so many cases you have to ask out loud "HOW IS
        THIS INNOCENT" when a xenomorph is running at you and you can't swing. I
        still need to add rewards, but just for now let's make honorbound more
        playable by putting aside lesser creatures as at least not innocent or
        guilty (well they can be guilty, but it doesn't matter)

        Once it's better to play with the honorbound rules, we can talk more
        rewards like banners for fellow honorbound deacons and other stuff.

        ## 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
        mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
        and it's effects on PRs in the tgstation guides for contributors. 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. -->

        :cl:
        balance: Honorbound no longer cares about innocence when it comes to
        lesser creatures. They can still be considered unready in some cases.
        balance: Attacking a cultist with a halo or a nuclear operative first
        instantly makes THEM guilty, allowing further attacks.
        balance: More favor for converting someone to the honorbound rules
        /: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. -->

        * Honorbound Sect Improvements: Creatures are not Innocent, and Neither is the Blatantly Evil. Declarations are Cheaper, too

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: tralezab <[email protected]>

    commit c6bef36170557555803d9117843ff44714c77375
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:04:08 2023 +0300

        woe, REM/seconds_per_tick upon thee - TWitch overdoses now respect REM (#25385) (#918)

        woe flags upon thee

        Co-authored-by: Hatterhat <[email protected]>
        Co-authored-by: Hatterhat <[email protected]>

    commit 92cb91e8afba690d4409aec6e5713a307c37da5d
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:03:56 2023 +0300

        [MIRROR] Punished sect blessing rework [MDB IGNORE] (#25368) (#909)

        * Punished sect blessing rework (#80043)

        ## About The Pull Request
        Instead of punished sect healing people like the normal bibble- you take
        their burdens on instead!
        All bodypart damage and wounds is transferred onto you, as well as
        blood, suffocation, cloning damage and toxins
        The amount of damage you take is dependant on your burden level,
        decreasing by 7% with every burden level (100% at level 0, 93% at level
        1, 37% at level 9 (the point at which you become a psyker))
        the punished sect is now an absolute trauma, this makes more sense
        because aheals shouldnt really clear it more than they clear stuff like
        paraplegics

        ## Why It's Good For The Game
        I think it's an interesting tweak of letting this chaplain sect do
        something the others can't in healing, yet at a possibly huge cost.

        ## Changelog
        :cl:
        add: Instead of punished sect healing people like the normal bibble- you
        take their burdens on instead!
        /:cl:

        ---------

        * Punished sect blessing rework

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Fikou <[email protected]>
        Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>

    commit c06892e48c205bf0f3581869cb185d1142c46be1
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:02:11 2023 +0300

        Automatic changelog for PR #908 [ci skip]

    commit 100ede82bd27e39fc8844464aeb2be82822862f5
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 21:01:49 2023 +0300

        [MIRROR] Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun [MDB IGNORE] (#25365) (#908)

        * Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun (#80030)

        ## About The Pull Request
        One of the "monkey cubes" in Birdshot's tool storage was actually a
        gorilla cube. This was funny up until people realized it was a thing and
        now people are using it intentionally to grief. I'd rather not.

        It's a different cube now. I don't want to spoil it but it won't kill
        anyone, just make people laugh.

        I added a different fun item to another tile in tool storage. Again, no
        spoilers, read the code if you really want to know what it was.

        ## Why It's Good For The Game
        I like the "cube says it's a monkey but it's not" joke. It was funny
        when people thought it was a monkey, used it, and got killed by it.
        Problem is, people know what it is now and have used it for grief
        purposes, so we can't have nice things. Gorillas are stupid hard to kill
        and will de-limb people by looking at them.

        I wanted to add something else fun to replace it that isn't just the
        exact same joke but now it won't kill you, so I did.

        ## Changelog
        :cl: Vekter
        del: Replaced the "monkey cube" in Birdshot's tool storage with a
        different "monkey cube".
        add: Added a fun surprise item to Birdshot's tool storage to compensate
        for the above change.
        /:cl:

        * Replaces the fake monkey cube in Birdshot tool storage with a less lethal one, adds something else fun

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: Vekter <[email protected]>

    commit 089592d8501dcdf78e8ac29f3c767e207a616813
    Author: Yaroslav Nurkov <[email protected]>
    Date:   Sun Dec 3 21:00:15 2023 +0300

        Automatic changelog for PR #740 [ci skip]

    commit b57144347e39b258d2406a0a32c728fa1ef89866
    Author: Iajret Creature <[email protected]>
    Date:   Sun Dec 3 20:59:46 2023 +0300

        [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items.  (#740)

        * [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)

        * Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

        Third /icon/ cleansing splinter 1. Comments on commits say all it does
        pretty much.

        ![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

        Inhand for walkietalkie was requested in the project, gets rid of some
        usecases of old 'gangtool', headset splitoff requested by Fazzie.
        Inhands reflecting the items they are supposed to represent is nice.

        :cl:
        image: Following now have unique item sprites: syndicate war declaration
        radio, curator and chief beacon's, chaplain beacon.
        image: Following now have unique inhand sprites: radio, export scanner,
        walkie-talkie, syndicate war declaration radio, curator and chief
        beacon's, chaplain beacon.
        /:cl:

        * Nukes radio.dmi, adds inhands for somewhat relevant items.

        ---------

        Co-authored-by: YesterdaysPromise <[email protected]>

        * Delete radio.dmi

        * let it be modular

        * go to modular

        * Update tgstation.dme

        * Revert "Update tgstation.dme"

        This reverts commit f206135748869340f4de345e928c3e7ed53ecfe7.

        * Revert "go to modular"

        This reverts commit 6772aaffdf1817799989e0e2d566bc6fe635f017.

        * go to modular. again.

        ---------

        Co-authored-by: SkyratBot <[email protected]>
        Co-authored-by: YesterdaysPromise <[email protected]>
        Co-authored-by: Iajret <[email protected]>
        Co-authored-by: ReezeBL <[email protected]>

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Nathan Singer <[email protected]>
    Co-authored-by: Bloop <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit a68f8969845a553cb0f1cadc9e800e5a69a68ea5
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 15:34:48 2023 +0300

    [MIRROR] Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis [MDB IGNORE] (#25404) (#944)

    * Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis (#80032)

    Creates a holy violin that gives an analysis of songs played on it. This
    lets you check how long the song is for final effects, to make sure they
    trigger without the hassle of trying a rite with a song until you get
    one that works. 20 Favor, looks neat too!

    Rite to empower an instrument with the ability to invoke specifically
    song tuning rites, 5 charges before you need to go back to a proper
    altar. Helps a chaplain stay on the move, since songs are interruptable
    and sometimes an altar can be incredibly far. 10 Favor for 5 charges.

    ![image](https://github.com/tgstation/tgstation/assets/40974010/9dddc60a-92e3-4e42-bf7b-423e9ac25c7c)

    New free invocation that lets you light up the way with your music! The
    finishing effect applies a weaker glow to all listeners for a minute.

    The threshold for getting a final effect on a song is now lower, 220 ->
    170. As a reminder, this threshold is lines * tempo. I think the
    threshold was simply too high

    Changes were made from
    https://tgstation13.org/phpBB/viewtopic.php?f=10&t=35381 statistics and
    feedback about sects. I think, overall, Festival Sect is in a very good
    place and doesn't need a whole lot but a few rites that help with a
    quality of life would really cut down on the amount of time a chappy is
    spending doing nothing but running allllll the way back to the chapel to
    load up some new songs

    :cl:
    add: Festival Sect has 3 new rites: Cogitandi Fidis, Portable Song
    Tuning, and Illuminating Solo.
    balance: lowers threshold for triggering a final effect. Consult your
    Cogitandi Fidis for more information
    /:cl:

    * Festival Sect Expansion: New Tunes, New Rites, Cogitandi Fidis

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: tralezab <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit 8f30d970c1847bdbfca33b9ed8023f0dc83657b6
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 15:34:27 2023 +0300

    [MIRROR] Fixes needless DM_VERSION check in Poly code [MDB IGNORE] (#25300) (#928)

    * Fixes needless DM_VERSION check in Poly code (#79951)

    ## About The Pull Request

    This is useless now that #79134
    (1d6533c5258a208ea4df90d17c20d925db671f1f) is merged and we require 515
    for everything now.
    ## Why It's Good For The Game

    They forgot

    ## Changelog
    No effect to players.

    * Fixes needless DM_VERSION check in Poly code

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>
    Co-authored-by: Iajret <[email protected]>

commit 9a0fb29da09ceab587dbf85a8dfa273cefebd882
Author: Changelogs <[email protected]>
Date:   Mon Dec 4 12:28:43 2023 +0000

    Automatic changelog compile [ci skip]

commit ffa3a6373df2bff8db37a853d5aa06fb406cc21a
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 14:43:06 2023 +0300

    [MIRROR] Remove old 515 fcopy hack  (#927)

    * [MIRROR] Remove old 515 fcopy hack [MDB IGNORE] (#25283)

    Remove old 515 fcopy hack

    Co-authored-by: vvvv-vvvv <[email protected]>
    Co-authored-by: Bloop <[email protected]>

    * :crying_cat_face:

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: vvvv-vvvv <[email protected]>
    Co-authored-by: Bloop <[email protected]>
    Co-authored-by: ReezeBL <[email protected]>

commit fdb89a444fe2d0e684814b356d2b4a32cd8512ef
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 13:01:05 2023 +0300

    Automatic changelog for PR #926 [ci skip]

commit bfffddc2b90f3e480f0afb5ad9bc3d6b1c7765e0
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:59:50 2023 +0300

    [MIRROR] Bumps compile to 515 [MDB IGNORE] (#25257) (#926)

    * Bumps compile to 515 (#79134)

    ## About The Pull Request

    LSP supports it, let's GOOOOOO
    I've removed the 515 tests since they're stable, alongside the libcall
    wrapper. left the rustgcall wrapper cause yaknow memes
    Just removed all the 515 and 514 particular define wrappers. gaming

    ## Changelog
    :cl:
    server: Minimum compile version has been bumped to 515. clients still
    support 514 but we're gonna start using 515 restricted features for
    serverside now.
    /:cl:

    ---------

    * Bumps compile to 515

    * Fixes a TGS regression in its API

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: LemonInTheDark <[email protected]>
    Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
    Co-authored-by: GoldenAlpharex <[email protected]>

commit 25f222c8cf1f9fb75d0e4ac8553474992613926c
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 12:30:01 2023 +0300

    Automatic changelog for PR #964 [ci skip]

commit fdae437273975482694b5490d8d5ef54aa71feec
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:23:14 2023 +0300

    [MIRROR] Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. [MDB IGNORE] (#964)

    * Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. (#80097)

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: Timberpoes <[email protected]>
    Co-authored-by: Iajret <[email protected]>

commit a2d2f582d314254db244ae483c4aa4af8df99be9
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 12:20:24 2023 +0300

    Automatic changelog for PR #966 [ci skip]

commit ac0dccb5e10ddd02d6aead6f862a84ac73ca4872
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 12:19:55 2023 +0300

    [MIRROR] Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty) [MDB IGNORE] (#25420) (#966)

    * Fixes misapplication of `CAN_BE_DIRTY_1` (floors should now spawn dirty)

    * Update floor.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit da9be9fb18b198fe3ed3e43b47bb32a0298f55fa
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:09:49 2023 +0300

    Automatic changelog for PR #958 [ci skip]

commit 003c9a3f53c41d011c97a2051428a7b4a2cd1539
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:09:09 2023 +0300

    Automatic changelog for PR #959 [ci skip]

commit 583e054580f1da5c29621fec996a5491308429a9
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 11:08:23 2023 +0300

    Automatic changelog for PR #960 [ci skip]

commit a865ec81357d3e1f0fbdffbf6b4c4d1dbcb5eb05
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:54:10 2023 +0300

    Makes synth livers EMP-able again. Woohoo! (#25412) (#958)

    Fixed typo in synth liver emp_act proc

    Co-authored-by: MrDerpi <[email protected]>

commit 9d64424fa0c617b2cce75b96b02d7bdc04e7ced1
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:53:54 2023 +0300

    [MIRROR] Bonespears resprite: Fixing the icky. [MDB IGNORE] (#25411) (#959)

    * Bonespears resprite: Fixing the icky. (#80084)

    ## About The Pull Request
    Bonespears were always a gross yellow colour, while the rest of the bone
    items were a nice, pretty sprite. This is my attempt at making them fit
    the theme with the rest of the kit.

    ![image](https://github.com/tgstation/tgstation/assets/53197594/54b80ed7-b584-4486-9c9f-d0d62d91f806)

    ![image](https://github.com/tgstation/tgstation/assets/53197594/2d577b4f-a2ec-48cc-93ca-1490eb8908c9)

    ## Why It's Good For The Game
    Icky bad, matching good.
    ## Changelog
    :cl:
    add: Added sprites for bone spears to match the other bone items.
    /:cl:

    * Bonespears resprite: Fixing the icky.

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: xXPawnStarrXx <[email protected]>

commit cb3452c67371bbd3b1f633d76d62d9a826df1807
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:53:32 2023 +0300

    [MIRROR] Fixes a major heretic exploit. [MDB IGNORE] (#25410) (#960)

    * Fixes a major heretic exploit.

    * Update spell.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: KittyNoodle <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 8e1c145ca62e9c60c7fe47ac08bd5e5aa3bdc57f
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 10:46:50 2023 +0300

    Automatic changelog for PR #957 [ci skip]

commit be33929f114f2fff79478027677a4103437ee3aa
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:44:47 2023 +0300

    [MIRROR] Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` [MDB IGNORE] (#25381) (#949)

    * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

    ## About The Pull Request

    Code to handle this flag only ever existed on the `/obj` sublevel, so
    there's no need for it to be on the `/atom` level `flags_1`. There was
    probably a point in time in which mobs or turfs conducted electricity
    but there's zero code for it anymore so we truly just live in a society
    now.
    ## Why It's Good For The Game

    Frees up a slot on `flags_1` (which is really nice actually), proper
    scoping of certain bitflag stuff, etc.
    ## Changelog
    Not relevant to players.

    I may have screwed something up, will be doing a few passes on this
    myself to ensure all the search and replaces went alright but we should
    be good:tm:

    * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

    * Modular

    * Update misc.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit 3f48123e051529b56b71f9d291df6713005621d4
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:44:13 2023 +0300

    Minor Hotel Additions. (#25169) (#957)

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Update spacehotel_skyrat.dmm

    * Empty axe cabinet. No correcting can happen, sadly.

    * Update spacehotel_skyrat.dmm

    * Updates on request.

    ---------

    Co-authored-by: Cursor <[email protected]>
    Co-authored-by: Bloop <[email protected]>

commit 37109fc612d9ae66bf863320678e1b11e45277c4
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 10:43:46 2023 +0300

    Automatic changelog for PR #953 [ci skip]

commit f09744854e90a160de069e4e460f062c3fe7c812
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 10:43:18 2023 +0300

    Turns the fake announcement device into a custom announcement device (#25092) (#953)

    * Turns the fake announcement device into a custom announcement device

    * dont qdel when out of uses

    so a player can request more

    * reviews

    thank you!

    Co-authored-by: lila <[email protected]>

commit fe9ab375c1c18195802a30f5694d7f28c4e414dd
Author: Yaroslav Nurkov <[email protected]>
Date:   Mon Dec 4 09:54:50 2023 +0300

    Automatic changelog for PR #943 [ci skip]

commit 351e4c85fcf53c8f86de9798b8baad607653e09e
Author: Iajret Creature <[email protected]>
Date:   Mon Dec 4 09:54:29 2023 +0300

    [MIRROR] Patches Up Gifts In Anticipation Of The Holidays [MDB IGNORE] (#25383) (#943)

    * Patches Up Gifts In Anticipation Of The Holidays (#80035)

    ## About The Pull Request

    I decided to look at why everyone loves (and I despise) Christmas too
    much, and was met with a lot of smelly code. In fact, some of it was
    completely busted! Let's fix several things.

    * We no longer use a GLOB for "every possible item you can cram into a
    gift box", we now use static lists scoped to the proc. That saves us
    some pollution for something that really didn't need it (and only was
    set up that way for cacheing I believe). We also static-cache stuff that
    we weren't doing previously, to save even more work (in anticipation for
    entropic heat death of universe).
    * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old
    path and this new one is cleaner. This also uncovered a bug.
    * Mappers would var-edit gifts to have a unique mapped-in type, but the
    code never respected this. I fixed it so the behavior should now respect
    that rather than override the variable on Initialize(). Now the goat
    plushie gift will always have said goat plushie rather than just any
    toy.
    * Procs should now have the proper arg nomenclature.
    * Also just cleans up a lot of single letter variables and the like.
    There was some cooked shit that's now alphabetized and nicely
    multilined.
    ## Why It's Good For The Game

    Ho ho ho.
    ## Changelog
    :cl:
    fix: Some mapped-in gifts that were supposed to guarantee a certain gift
    weren't spawning that exact gift type, this has been patched to reflect
    the mapper's intent.
    /:cl:

    * Patches Up Gifts In Anticipation Of The Holidays

    * Update flora.dm

    ---------

    Co-authored-by: SkyratBot <[email protected]>
    Co-authored-by: san7890 <[email protected]>
    Co-authored-by: Giz <[email protected]>

commit bfd4d35227ee37bf7b5767d824b90a171c988f22
Author: Yaroslav Nurkov <781994…
Iajret pushed a commit that referenced this pull request Feb 2, 2024
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