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* Fix Power Attacks Being Faster Than Left Clicks (#1252)

# Description

This fixes some stupid math. Power attacks are now correctly slower than
left clicks. Previously they were faster.

# Changelog

:cl:
- fix: Power Attacks now correctly apply a penalty on swing speed, and
are no longer faster than left clicking.

(cherry picked from commit 049a995f64c42734e5286229b524161a730aaea9)

* Automatic Changelog Update (#1252)

(cherry picked from commit 8a88bfd11f1384fa2fb01fd7ace6477202a68499)

* Tweak Wizden Trait Descriptions (#1260)

# Description
Converted the descriptions of most wizden traits to a more formal and
roleplay-oriented style, also clarifying some aspects of other traits in
the process.

---

TODO:
- [ ] Test this

---

# Changelog
:cl:
- tweak: Tweaked the descriptions of most Wizden traits to be more vivid
and descriptive.

---------

Signed-off-by: Mnemotechnican <[email protected]>
(cherry picked from commit 411cb213ac9ab2e6a0b790e72b25a142a4945217)

* More Trait Functions (PushMarkup & AddArmor) (#1253)

# Description

This PR effectively "Reworks" several of the Bionic Traits through use
of new modular TraitFunctions. These being,

**TraitPushDescription**: Ensures that an entity has the new
ExtendDescriptionComponent, then writes to said component.
ExtendDescriptionComponent serves as a new highly modular "One stop
shop" for any system wanting to add text to the shift-click examine
window. It even accepts arguments for text color, font size, and whether
or not a person must be standing within touching distance to "See" the
provided texts. It accepts arbitrarily any number of descriptions.

**TraitAddArmor**: This takes advantage of a new functionality for the
DamageableSystem, whereby entities are able to have more than one
DamageModifierSet. This allows arbitrarily any number of traits to add
as many modifier sets as desired, without fear of any compatibility
issues. These can be both negative and positive, and as Skubman has
pointed out, this can also be used to create negative traits that make a
character more vulnerable to a given damage type!

Additionally, most of the Bionics Traits have been reworked. CyberEyes
has been split into two modules, one for the base implant, and one for
the Flash Protection. Dermal Armor has been reworked using
TraitAddArmor, so that it no longer replaces your original modifier set,
and instead stacks multiplicatively with whatever your original species
modifier set was. Thus, it can now be taken by any species.

# TODO

<details><summary><h1>Media</h1></summary>
<p>

TraitPushDescription

![image](https://github.com/user-attachments/assets/4661671a-6f20-4cb1-9fad-41c36f7ad79e)

TraitAddArmor

![image](https://github.com/user-attachments/assets/bbc823e1-73bf-471d-b5f6-ef8cdf35c746)

</p>
</details>

# Changelog

:cl:
- add: Five new functions for the Trait System, AddArmor,
PushDescription, ModifyMobThresholds, AddSolutionContainer, and
ModifyStamina.
- tweak: CyberEyes Basic System has been split, now Flash Protection is
a separate module.
- add: Dermal Armor no longer replaces your original species damage
resistances. It now stacks multiplicatively with your original
resistances.
- tweak: Dermal Armor can now be taken by any species, not just Humans.
- add: Dermal Armor, and Bionic Arms can now be revealed by a close
examination. Shift click on someone within touching distance will reveal
if they have these "Obvious" cyberware.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Remuchi <[email protected]>
(cherry picked from commit 29d2cb1ed85ab089d83c702f7405e938a0d9374c)

* Automatic Changelog Update (#1260)

(cherry picked from commit 8d54aa2fffdd3726e948d6d228287b01c0a81413)

* Feat: Anomaly Scanner Data Copying (#1250)

# Description
Makes it so that using one anomaly scanner on another transfers the
anomaly data onto the used scanner.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/b212e6e8-58a3-4a64-a216-3ba496a81d4a)

</p>
</details>

# Changelog
:cl:
- add: You can now touch one anomaly scanner with another to copy the
anomaly scan data from it.

(cherry picked from commit 0574be444b90137808c07f85e10b59c464f054cf)

* Automatic Changelog Update (#1253)

(cherry picked from commit 6fa8d6817fa81e6d6d20b61f5ec4b7b96fdb185b)

* Automatic Changelog Update (#1250)

(cherry picked from commit 1b5704535ce42041c068d201cdb447af42004c20)

* Rename "Pierce" Typo to "Piercing" (#1267)

# Description

Oops. Some files refer to the non-existent **Pierce** damage type when
the proper name is **Piercing**.

# Changelog

:cl: Skubman
- fix: Piercing damage can now dismember body parts, just like Blunt and
Slash damage.

(cherry picked from commit 992b2e486855cea6646cf5d4af51ca8cbf61b29d)

* Buff Medical Due to Shitmed Changes Cherry-Pick (#1259)

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# Description

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+ Buffed applicable medication heal values.
+ Buffed applicable medication stack sizes.
+ Slightly buffed dylovene, burn, and brute chems.
+ Buffed applicable medication doAfter delay from 3s to 2s.

---

## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
This change was made with the advent of the new Limb Damage system. This
PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical
when it comes to healing damage values.

This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn
respectively when applied to a limb. When each limb has a 100 Crit
threshold, this can make it extremely hard even with surgery to heal
limbs in the absence of Chemicals.

Furthermore on higher pop, this will lead to people burning through
applicable meds even faster than before Limb Damage was implemented. It
would take 34 bruise packs to heal someone with 170 Blunt spread out
across their limbs, with this change it would reduce that to 12 bruise
packs.

Full list of numerical val changes:
 - Healing component doAfter Delay reduced. was 3s, now its 2s.
 - Applicable medical items now have a max stack size of 15 (was 10).
- Ointment heals 15 of each burn type, 10 caustic (was 5 of each burn
type, 1.5 caustic)
 - Mesh now heals 20 of each burn type (was 10 of each burn type).
- Bruise Packs now heal 15 of each brute type (was 5 of each brute type)
 - Sutures now heal 20 of each brute type (was 10 of each brute type)
- Bloodpacks now heal 2.5 Bloodloss & restore 10% bloodlevel (was .5
Bloodloss and 5%)
 - Gauzes now heal 15 Slash and 20 Pierce (was 5 Slash and 10 Pierce)
 - Dylovene now heals 1.5 Poison per .5u (was 1 Poison per .5u)
 - Bicaridine now heals 2.5 Brute per .5u (Was 2 Brute per .5u)
 - Dermaline now heals 2 Burn per .5u (was 1.5 Burn per .5u)
- Epinephrine now heals 1 Burn & 1 Brute per .5u (was .5 for each per
.5u)
 - Kelotane now heals .5 Burn per .5u (was .33 Burn per .5u)
- Omnizine now heals 3 Burn, Toxin, Airloss, and Brute per .5u (was 2
per .5u)
- Lacerinol now heals 4 Slash per .5u (was 3 per .5u)
- Bruizine now heals 4 Blunt per .5u (was 3.5 per .5u)

# TODO

<!--
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good to leave future references
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- [x] Cherry-pick Medical changes merged in Goobstation

---

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---

 ## Breaking changes
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
This will be posted in #codebase-changes. -->
Should values be overtuned, they can be reduced in a future PR or before
this PR is merged.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
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:cl:
- tweak: Increased applicable medication heal values.
- tweak: Increased stack size of applicable medications.
- tweak: Slightly increased dylovene, burn, and brute chemicals heal
values.
- tweak: Decreased Medical item application time from 3s to 2s

---------

Signed-off-by: sleepyyapril <[email protected]>
Signed-off-by: Tmanzxd <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit b431d24f86f94433ea0c53982db83e40ef1d3f2c)

* Automatic Changelog Update (#1267)

(cherry picked from commit 02dd8ab06333a5b2dabe03845bfd6719ca09ef48)

* Automatic Changelog Update (#1259)

(cherry picked from commit 09d59007d4c55ee9f7daa0f56cae672c51951843)

* The Blood Cult (#1001)

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# Description
Adds a new game mode - The Blood Cult.
Hail to Nar'Sie!

---

# TODO

- [x] Gamemode
- [x] Roles
- [x] Runes
- [x] Constructs
- [x] Structures
  - [x] Forge
  - [x] Archives
  - [x] Altar
  - [x] Pylon
    - [x] Structure
    - [x] Placement System
  - [x] Airlocks
    - [x] Repulsor system
  - [x] Construction system
- [x] Items
  - [x] Eldritch Whetstone
  - [x] Construct Shell
  - [x] Mirror Shield
  - [x] True Nar'sian Hardened Armor
  - [x] Flagellant's Robe
  - [x] Eldritch Longsword
  - [x] Zealot's Blindfold
    - [ ] Night vision system
  - [x] Shuttle Curse
  - [x] Veil Shifter
  - [x] Void Torch
 - [x] Reagents
   - [x] Holy Water
- [ ] Actions
  - [x] Cult Magic
    - [x] Stun
    - [x] Teleport
    - [x] Electromagnetic Pulse
    - [x] Shadow Shackles
    - [x] Twisted Construction
    - [x] Summon Combat Equipment
    - [x] Summon Ritual Dagger
    - [x] Blood Rites
  - [ ] Cult Leader Magic
    - [ ] Final Reckoning
    - [ ] Mark Target
    - [ ] Eldritch Pulse
  - [ ] Construct's Magic
    - [ ] Artificer
      - [ ] Summon Cult Floor
      - [ ] Summon Cult Wall
      - [ ] Greater Conjuration
      - [ ] Summon Soulstone
    - [ ] Wraith
      - [ ] Phase Shift
    - [ ] Juggernaut
      - [ ] Shield
      - [ ] Gauntlet Echo
- [x] Cult leader selection system
- [ ] Rending/Apocalypse rune placement markers
EXTRA:
- [ ] Spirit Realm rune
- [x] Eldritch language
- [ ] Conceal magic
- [ ] Ru locale
---

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<details><summary><h1>Media</h1></summary>
<p>

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

---

# Changelog

:cl:
- add: Added Blood Cult Gamemode.

---------

Signed-off-by: VMSolidus <[email protected]>
Signed-off-by: Remuchi <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

(cherry picked from commit 150020866ddd383f297dfccd7717017c23222d82)

* fix

* Automatic Changelog Update (#1001)

(cherry picked from commit a179e186fa812e5dbce34983e11ef7af56ccdcf4)

* Engine Update v237.2.0 (#1270)

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# Description

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Updates to engine version v237.2.0.
Fixes disposals systems breaking and not using the proper direction.

---------

Co-authored-by: sleepyyapril <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>
(cherry picked from commit dcc1c38fb729b00fdb15b79b38372f3e1e8bc951)

* [QoL] Show Oni Damage Bonus In Damage Examine (#1268)

# Description

Examining an item's damage values as an Oni now calculates your bonus
damage, and it also works with all of the Oni combat traits.

## Technical details

`OniSystem`, instead of adding melee damage through `MeleeHitEvent`, now
adds damage through `GetMeleeDamageEvent`, the same event that examining
melee weapon damage raises through `GetDamage`.

## Media

**Normal damage values**

<img
src="https://github.com/user-attachments/assets/9de255ef-29e6-4119-93cc-356349812a6f"
width=300px>

**Oni damage values**

<img
src="https://github.com/user-attachments/assets/18d44aaf-5a70-4ba9-a8c8-be29e92d7267"
width=300px>

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl: Skubman
- tweak: As an Oni, examining the damage values of weapons now takes
into account the melee damage bonus from your species or trait.

(cherry picked from commit 613e7937392d5d4fd9bf906f571adc237c706367)

* Automatic Changelog Update (#1268)

(cherry picked from commit 5fe4b1e94b987f787807cc10df06f667b87d124e)

* Loadouts V4 (#1164)

# Description

# TODO

- [x] Custom name/desc/color tint, toggleable individually per-loadout
	- [x] Fix them not changing correctly between profiles in-editor
	- [x] Preview colors in the lobby
- [x] Allow the users to null the color themselves (and default it to
such)
	- [x] Pick what should be allowed to be recolored
- [x] Guidebook links
	- [x] Make an example
- [x] Special components for loadouts
- [x] Heirlooms
	- [x] Pick what should have heirlooms
- [x] Decimate lag
- [x] Fix live character preview
- Maybe do characters per job
  - Rethink unusable

---

<details><summary><h1>Media</h1></summary>
<p>

<!--
![image](https://github.com/user-attachments/assets/cce7dcf3-eeb6-4998-ae88-6373db8cb93f)
-->

https://github.com/user-attachments/assets/bcf61517-6b64-40d2-b299-7462e2469fe2

</p>
</details>

---

# Changelog

:cl:
- add: Players can set custom names, descriptions, and color tints for
their loadout items
- add: Certain loadouts may have Guidebook pages shown in the editor
- add: Players can pick a list of loadout items to have one randomly be
their family heirloom for a mood bonus or deficit if they are carrying
it
- fix: Loadouts have almost as little lag as possible (hopefully none)
- fix: Everything properly updates your character editor's live preview

---------

Signed-off-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Pspritechologist <[email protected]>

(cherry picked from commit f0463062812428625da9e8adad60c8a567fdacbe)

* Automatic Changelog Update (#1164)

(cherry picked from commit 57917a746f514aba3f142d870a9280c9b1eb9a4f)

* [Fix] Added Robust.Xaml to the Project Solution (#1266)

Mirrors https://github.com/space-wizards/space-station-14/pull/31573

Signed-off-by: Remuchi <[email protected]>
(cherry picked from commit 1d65d548e69862295926fb08aee962d8fbd0b5c4)

* Update Credits (#1274)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
(cherry picked from commit 39f4ad8a8884bc5bb9e64530b1a708ea41b4de32)

* Fixes Make Cultist Admin Verb to Act on Target Not Self (#1289)

There's a small error on the admin verb for blood cultists which made
the verb only work on self. This fixes it.

(cherry picked from commit 6c2b2a8a4ab7c7b0c5e18d796ccd94d09b087509)

* IPC Instrument Menu Fix (#1287)

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# Description

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Fixes IPCs being unable to use the midi menu.

---

# Changelog

<!--
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:cl:
- fix: Fixed IPCs being unable to use the midi menu.

(cherry picked from commit f133b9b7cf175815a3c6de59d541e12f0fc60790)

* Automatic Changelog Update (#1287)

(cherry picked from commit 92a6e099fca1581ea8a0cfd16bf7f13ae8d1108a)

* Change Target Doll Icon For Ashen Theme (#1282)

# Description

![target_doll](https://github.com/user-attachments/assets/1fdcd665-251f-4a3f-b80e-e11b77f13eef)

(cherry picked from commit 327247585612d9d65e20b8b856864701ceb1c933)

* Fix Applicable Medication Stack Bug (#1278)

<!-- Guidelines:
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## About the PR
<!-- What did you change? -->
- Fixed a bug where applicable medication stacks would revert back to 10
after 1 use.

## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
- Did you know maxstacks were stored in a separate YML? Me neither,
until now.

**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
Make sure to read the guidelines and take this Changelog template out of
the comment block in order for it to show up.
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<!--
-->
:cl:
- fix: Fixed a bug where applicable medication stacks would revert back
to 10 after 1 use from full.

Signed-off-by: Tmanzxd <[email protected]>
(cherry picked from commit d4879f9129ae484f24f57eb642cc7d600f2323e0)

* Automatic Changelog Update (#1278)

(cherry picked from commit 8d485e8c0d4e3932835aeed210388e85988a0213)

* Re-Enable Language Color and Font (#1294)

# Description

Re-enables language font and colors showing up in chat messages. The
language font/colors were bugged after adding language names in chat
(https://github.com/Simple-Station/Einstein-Engines/pull/1165)

I also overhauled the format for chat messages to be more aesthetically
pleasing, and made sure chat bubbles use the language color/font.

## Media

**Nekomimetic**

![image](https://github.com/user-attachments/assets/4cb88d7b-7466-42ed-bf2d-b68c68edb62c)

![image](https://github.com/user-attachments/assets/adec7fd7-0a84-4e21-9eff-c1a387e2d529)

**Bubblish**

![image](https://github.com/user-attachments/assets/c49f5573-ac96-4375-a584-e8b2cc6f5fee)

![image](https://github.com/user-attachments/assets/c739c249-9d1e-453e-9e92-3f7ef24a4d61)

**Tau-Ceti Basic (Default Language)**

![image](https://github.com/user-attachments/assets/e6660039-ac2f-449b-96e0-44e0142d3715)

![image](https://github.com/user-attachments/assets/2baec2ca-975d-4111-85b0-3b2056fdd7f7)

**Rootspeak**

![image](https://github.com/user-attachments/assets/99d94f8d-9a1c-4be9-8c98-b42c9c7cffd7)

![image](https://github.com/user-attachments/assets/c20b4621-1ca7-42f5-a22a-82c9a4d1dddf)

## Changelog

:cl: Skubman
- fix: Language colors and fonts will show up in text messages again,
both on in-person messages and on the radio.
- tweak: The text on chat bubbles now uses the color and font of the
language being spoken.
- tweak: The language prefix before the name on chat messages now uses
the language's color.

(cherry picked from commit 1a9763528a9b15f11f474a2fa7ecfdde98aa9a15)

* Automatic Changelog Update (#1294)

(cherry picked from commit 7d802e35dc45c37016681c3a009bdaebe2707178)

* Shitmed Update 2 - [Insert Snarky Remark] (#1271)

# Description

![image](https://github.com/user-attachments/assets/b10f1e33-94fb-4ded-a644-b9945b58dbc5)

Honey wake up, another shitmed PR with 5 features and a trillion bugs! I
love bloat.

---

# Known Bugs
- A lot of shit with changelings lol
- Markings suddenly disappear from your entity apparently at random.
Wizden exclusive issue as of now.
- Fire heretics explode when ascending due to part damage shitcode
(sorry)
- Some exceptions/null point references at round end, tentatively
related to salvage corpses.
- Slots having wonky behavior due to not being networked. More of a
broad issue with how I implemented them initially.
- Arachne are FUCKED with surgery, I was incredibly tempted to set them
to roundstart: false, but I'll try to hotfix it this week.

---

# Changelog

:cl: Mocho, Deltanedas
- add: Ported Ghetto Surgery from Deltanedas!
- add: Ported fishops organs from Deltanedas!
- add: Added different step durations to each surgery step.
- add: Added a T2 research for advanced surgical tools
- add: Added a T3 research for an omnitool for surgery.
- add: Added Surgical and Advanced Surgical modules for Mediborgs
- add: Mediborgs can now perform surgery!
- add: Added lobotomies as an operation. Godspeed you psychopaths.
- add: Added cybernetic arms, legs and eyes.
- add: Added EMP weaknesses to all cybernetic parts (the day of
reckoning will come for IPCs soon)
- add: Losing your eyes now blinds you.
- fix: Fixed a few species that did not inherit from BasePart's, thus
taking damage types they shouldn't on their limbs.
- fix: Fixed harpy lungs not being usable in surgeries.
- fix: Fixed biosynthetic and other printable parts not allowing you to
attach body parts to them.
- fix: Fixed fire being able to destroy your chest.
- fix: Fixed entities being able to take over your body by just
inserting a brain or another head on top of you.
- fix: Fixed some shitcode that didnt let rejuvenate or godmode work
properly.
- fix: Fixed bionic arm, and cybernetic eyes traits not working properly
due to shitty networking.
- tweak: Increased tend wounds's speed by double, and bumped up the
values on its calculations. DEATH TO TOPICALS, LEAVE THOSE TO TIDERS.
- tweak: Beheading an entity now doesnt let it move, speak, and forces
it to the ground immediately (literally 1984!!11!!)
- tweak: Changed sprites on most surgical tools to now use /tg/ sprites.
- tweak: Unbound shitmed targeting doll keybinds by default (did you
know we have those).

---------

Signed-off-by: gluesniffler <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
Co-authored-by: goet <[email protected]>
Co-authored-by: Saphire Lattice <[email protected]>

(cherry picked from commit 2eafa0d47e7b9a3270ae797f82dd7b1772dffb15)

* Admin Tooling Cherry Picks (#1290)

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# Description

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Link to every PR I cherry-picked:
1. https://github.com/new-frontiers-14/frontier-station-14/pull/2283
2. https://github.com/space-wizards/space-station-14/pull/29219
3. https://github.com/space-wizards/space-station-14/pull/30075
4. https://github.com/space-wizards/space-station-14/pull/28639
5. https://github.com/space-wizards/space-station-14/pull/32527
6. https://github.com/space-wizards/space-station-14/pull/28030
7. https://github.com/space-wizards/space-station-14/pull/28178

The main purpose of this PR is the first cherry-picked PR. It adds the
ability for admins to reply to ahelps via discord using an HTTP POST
request. See all relevant details in the initial PR by Myzumi.

---------

Co-authored-by: Myzumi <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Pieter-Jan Briers <[email protected]>
Co-authored-by: to4no_fix <[email protected]>
Co-authored-by: Repo <[email protected]>
Co-authored-by: Chief-Engineer <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: Leon Friedrich <[email protected]>
Co-authored-by: ShadowCommander <[email protected]>

(cherry picked from commit b8e75dae0e25301da4ffdd1f6ca5b4aebdf5a2b8)

* Automatic Changelog Update (#1271)

(cherry picked from commit d58d397a69fc2bb5b2bbce9280a978d5d899bba0)

* More Loadout Equipment (#1281)

# Description

This PR adds a bunch more equipment selections for Engineering loadouts,
plus Suit/Skirt selections for the jobs that were missing it.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/031224b4-e348-4030-9ea4-7f2dbc64c87d)

</p>
</details>

# Changelog

:cl:
- add: All engineering roles have had their equipment loadouts
significantly expanded upon. Engineers can now buy construction
materials with their loadout points.
- fix: All engineering jobs now have their Suit/Skirt selection via
loadouts.
- add: Salvage techs can now select from a variety of knife options to
start their spess adventures with.
- add: Epistemics staff now have *some* equipment selection options that
they share. More to come when I finish making the Potentiometer.

(cherry picked from commit 0bd9a9ea81c2e6e9ef775a131b547b8b861548b1)

* Automatic Changelog Update (#1281)

(cherry picked from commit c7f1b4fa3c57f3650154150e1c30ce28e3302230)

* Dynamic Hostname System (#1296)

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# Description

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Change your hostname whenever map, preset, or runlevel changes!

Variables given on all hostname locale strings:
- {$mapName} - The name of the current map.
- {$preset} - The name of the current preset.
- {$originalHostname} - What you originally had game.hostname set to,
before updating.

---

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<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/97cba40b-5ceb-40f8-91e4-93450cd22b78)

![image](https://github.com/user-attachments/assets/2cf27e65-b493-4916-bedd-aa69eaa0135b)

![image](https://github.com/user-attachments/assets/234f5be0-7a8c-41e1-abdf-10e9c6700a90)

![image](https://github.com/user-attachments/assets/522525d6-fb23-45b9-b559-deffb3f37a58)

</p>
</details>

---

# Changelog

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nah

(cherry picked from commit de98c2aec2c072abeb6c81c74b830d72e29ba0c8)

* Religious Headgear For Character Customization (#1297)

# Description

This PR adds a few articles of various kinds of religious headgear to
loadouts, namely a Hijab, Turban, and Kippah. All 3 are whitescale items
that are set as colorable, allowing players to make them whatever color
is desired.

Farida can finally have the pink Hijab she was always supposed to have.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/35fca330-98ba-439b-8e23-eec917b0d30c)

</p>
</details>

# Changelog

:cl:
- add: Added various articles of religious headgear to loadouts, such as
Hijab, Kippah, and Turban. All of these are set to allow custom colors.

(cherry picked from commit e46a8636eb235e627023cdd3d42428b34c134353)

* Automatic Changelog Update (#1297)

(cherry picked from commit 56be69053045a2d2184c975c2325889df69838e0)

* Don't Require Running in Release to Test Mood (#1257)

(cherry picked from commit f2871885b6dd13b418dfd7ff55ffe0559a4f7044)

* Update Credits (#1300)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
(cherry picked from commit 9ef825252a0dc0054b1ba9626e7283d296150f3b)

* Start of Lore Documents

(cherry picked from commit dfb12e53abf1ef5d767240a19b28ba12dd35ef9b)

* Finally Done

(cherry picked from commit 2a8bf58dfc61f24796a55940e4a7ab6be3ced3ec)

* Automatic Changelog Update (#1298)

(cherry picked from commit 8a368bbdce5dd05adae998ec55f15fd5ff04b52f)

* Fashion Update: Earrings & Makeup (#1299)

# Description

Adds **38** new earrings, **31** new face markings, and **16**
bracelet/watch markings, based from Aurorastation cosmetics. Each
earring, bracelet, and watch marking is applied to just one side of the
body, allowing for greater customizability and mixing-and-matching
markings.

Most notably, the new face markings unlock **full customization of every
pixel** in the 5x4 pixel space of the face. Examples of this are shown
below.

Arachne now have access to **more than a hundred** markings above the
leg, after not having any markings in their 2 years of existence.

## Media

### Pauline

<img height=270px
src="https://github.com/user-attachments/assets/8316effb-34b3-4fa1-a80f-af2a3cd670c2">
<img height=270px
src="https://github.com/user-attachments/assets/be75770a-c5bb-46a7-afb4-2ec54bd5a5e5">

**Head (Side):** Drop Earrings (Left), Drop Earrings (Right)
**Left Hand:** Left Bracelet

### Red and Blue

<img height=270px
src="https://github.com/user-attachments/assets/8c1356fc-6eaa-484f-afb6-5ace7f45d895">

**Head:** Cheek Spot (Left), Eye Corner (Left), Cheek Spot (Right), Eye
Corner (Right)
**Head (Side):** Double Gemstone Earrings (Left), Double Gemstone
Earrings (Right)
**Left Hand:** Left Watch (Colorable)
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Watch (Colorable)
**Right Arm:** Right Arm Bracelet

### Pink

<img height=270px
src="https://github.com/user-attachments/assets/ae376cc3-7cd5-4e91-a3a0-ebe48202f5e6">

**Head (Side):** Hoop Earrings (Left), Double Gemstone Earrings (Right)
**Left Hand:** Left Bracelet
**Left Arm:** Left Arm Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Psychic

<img height=270px
src="https://github.com/user-attachments/assets/eaa8069a-2e51-4456-a315-414aa64cd41a">

**Head:** Bindi, Full Blush
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Hand:** Left Bracelet
**Right Hand:** Right Bracelet
**Right Arm:** Right Arm Bracelet

### Cyclops

<img height=270px
src="https://github.com/user-attachments/assets/55e67db9-0aa4-488d-a25b-32e8fd92044b">

**Head [Eyes]:** Bindi, Glabella, Nose Tape
**Head [Cover for mouth area]:** Lip Corner (Left), Lip Corner (Right),
Cheek Spot (Left), Cheek Spot (Right), Lips
**Head (Side):** Cross Earrings (Left), Cross Earrings (Right)

### 😂

<img height=270px
src="https://github.com/user-attachments/assets/4001b95a-60e1-431c-8463-1e2904cf767a">

### Arachne

![image](https://github.com/user-attachments/assets/b9935347-8977-4424-9b9b-b08aecb458b2)

**Head:** Left Arachne Eye, Right Arachne Eye, Lips, Neck Cover (Slim
Thick)
**Head (Side):** Long Crystal Earrings (Left), Long Crystal Earrings
(Right)
**Left Arm:** Left Robotic Arm from Hesphiastos Industries
**Left Hand:** Left Robotic Arm from Bishop Cybernetics
**Right Arm:** Right Arm Bracelet
**Right Hand:** Right Watch (Colorable), Right Nail Polish

## Technical Details

I did a quick fix in
[MarkingsSet.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fashion-update-markings?expand=1#diff-54373833c74b35579f9b3293d5bb0c17eda0d214c11f27dcb40c334ef8c6b513)
to handle a list index out of bounds error where the number of default
markings was lower than the maximum allowed markings, like with Onis who
have a default horn but can wear 2 earrings.

# Changelog

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:cl: Skubman
- add: 80+ new markings have arrived, including earrings, makeup,
bracelets, and watches. Sashay over to Character Setup to personalize
your character like never before!
- add: The Arachne species can now select markings above the leg,
including cybernetics, makeup, tattoos, noses, earrings, heterochromia,
bracelets, gauze, and more!
- tweak: The available points for Head (Side), Left Hand, and Right Hand
markings have been increased for most species to support the new
markings.
- tweak: The Nail Polish markings have been moved from the Overlay
category to the Left Hand and Right Hand categories.

(cherry picked from commit 932f9e31eab9b2c11c4429b7c9c36effc327e733)

* Automatic Changelog Update (#1299)

(cherry picked from commit b05ab8e0d1e8aa043a60ca96843061f4778136e6)

* ♂️ Add Male Arachne (#1301)

# Description

Adds the ability for Arachne to be male.

Also in this I added chest/arm Arachnid markings for Arachne to use. I
enabled footstep sounds for Arachne since it doesn't seem that they were
intended to have silent footsteps.

## Media

<img height=160px
src="https://github.com/user-attachments/assets/04e3b066-e75c-4ee7-bfd6-762c2defcaf8">

<img height=160px
src="https://github.com/user-attachments/assets/d4582c12-72d8-413f-92e6-145cb90c76c3">

## Changelog

:cl: Skubman
- add: Arachne can now be Male instead of only being Female. They can
now also wear Facial Hair.
- add: Arachne can use Arachnid chest and arm markings.
- fix: Arachne will now have footstep sounds instead of being quiet when
moving.

(cherry picked from commit 1bab6b8844c679897b3a695b363620589292d783)

* Automatic Changelog Update (#1301)

(cherry picked from commit 5476ee090bd735d7791b4ae7f1e8aeea674cd55a)

* Add Localization for Senior Physician and Senior Engineer (#1302)

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# Description

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Adds localization for the Senior Engineer and Senior Physician roles
that were recently enabled.

---

# TODO

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n/a

---

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<details><summary><h1>Media</h1></summary>
<p>

![Snímka obrazovky 2024-12-01
164702](https://github.com/user-attachments/assets/ca69e08d-5adb-4e71-aeda-5969d595e429)
![Snímka obrazovky 2024-12-01
165626](https://github.com/user-attachments/assets/18289899-2314-4d21-9b09-9e3e3415a6e0)

</p>
</details>

---

# Changelog

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:cl: zelezniciar
- fix: Fixed Senior Engineer and Physician names not appearing correctly

(cherry picked from commit 4bf762411e866952c0257ce7d255b2610d7a3a21)

* Automatic Changelog Update (#1302)

(cherry picked from commit 9169818f60ef0cf156bb1b095d66e5e9d0b4575b)

* Make Cultist Constructs Speak Eldritch (#1303)

# Description

Fixes cultist constructs only speaking Universal and not being able to
understand anyone else due to a missing `LanguageKnowledgeComponent`.

## Changelog

:cl: Skubman
- tweak: Cultist constructs and soul shards now speak Tau-Ceti Basic and
Eldritch.

Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit 8573914e8b6183197abc250d3e8f3c186194b0a6)

* Automatic Changelog Update (#1303)

(cherry picked from commit 114ecde8384ae3d98350aa80d38b96766dc49cfa)

* Fix Lobotomy (#1306)

# Description

Fixes several bugs in the lobotomy procedure.

The lobotomy effect is now stored in the brain instead of the body, so
transferring a lobotomized brain will still give the lobotomy effects,
and a brain transplant to a body where a lobotomy occurred no longer
applies the lobotomy effects. The "Mend brain tissue" procedure to
reverse a lobotomy has been unlocked after a bug prevented it from
showing in the surgery UI.

Lobotomies now add the `ClumsyComponent`, which makes the lobotomized
target as clumsy as clowns.

## Technical Details

This deletes
[SurgeryComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-3786e2be1879fd877a8b501352bbd92baa3a17aecfa4a62827ad41497deb0fd7)
which was only used for the lobotomy procedures (incorrectly, it was
checking for `OhioAccentComponent` in the body part) in favor of
[SurgeryPartComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-7e180742b3a6f00b9f867d3ee4e8891dd00587dc4a2da8ad5e199180a387d18d)
and
[SurgeryBodyComponentConditionComponent.cs](https://github.com/Simple-Station/Einstein-Engines/compare/master...angelofallars:Einstein-Engines:fix-lobotomy?expand=1#diff-249e5a937ba929ffc76f85e8a43f17918afc9ba866e81f4ea4eba2c90fd0c408).

These two components are currently unused as the lobotomy procedures use
a new condition component checking for the brain's
`OrganComponent.OnAdd` field, but they provide a way to check for
components on the body part and on the body, respectively.

## Media

**Lobotomy**

![image](https://github.com/user-attachments/assets/4deb80a8-30d1-4a01-9caa-bc288a88ba95)

**Mend brain tissue**

![image](https://github.com/user-attachments/assets/44403092-cac1-4d12-bd25-ebb7f3f1bc53)

**Remove organ step picture**

![image](https://github.com/user-attachments/assets/85d6960a-1f54-4525-ad53-84b039c91fda)

## Changelog

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:cl: Skubman
- add: The lobotomy procedure makes the target clumsy like the clown.
This makes them bonk when climbing tables and makes guns they're
shooting blow up on their face.
- tweak: The lobotomy step now requires a scalpel instead of a drill.
- fix: Enabled the "Mend brain tissue" surgical procedure on a
lobotomized target.
- fix: The lobotomized effect is now stored in the brain instead of the
body. The same brain stays lobotomized throughout brain transplants, and
transferring a normal brain to a body where a lobotomy occurred no
longer applies the lobotomized effect.
- fix: The lobotomy procedure now shows the proper popup during the
lobotomization step.
- fix: Removed the ability to perform lobotomies on bodies without a
brain.
- fix: The "Remove organ" surgery step on the UI now properly shows the
retractor sprite instead of the hemostat.

---------

Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit 1895f3addc871e3ad18845c22c61f422f9807107)

* Automatic Changelog Update (#1306)

(cherry picked from commit 71c641283a13fc79c68f8ad23fa1397052b7e74b)

* You Can Now Drag People Into Deep Friers (#1279)

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You can now drag entities like people into deep fryers. Yes, this will
cook them. Yes, you can cannibalize your own dead crew.

---

# TODO

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- [ ] Add a doafter
- [ ] Add a popup warning everyone of what you've done

---

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<p>

obs is broken part 295

</p>
</details>

---

# Changelog

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:cl:
- add: You can now shove people into deep fryers by drag-dropping them
onto it.

---------

Signed-off-by: Eris <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit 82b2b28f3ee0f534b7f32fe54a70ba58d9ebbe1c)

* Automatic Changelog Update (#1279)

(cherry picked from commit cbc76ef649396a827a6c3b38b83c4a20f1affc7b)

* Revert "Emp Flashlight (#5)"

This reverts commit 932f1f6c

* Emp Flashlight (#5) (#1189)

# Description

Ports https://github.com/WWhiteDreamProject/wwdpublic/pull/5

# Changelog

:cl:
- add: Added the EMP Flashlight to Syndicate Uplinks.

---------

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

(cherry picked from commit 7c0c16e3f2c07bad045c09e13a95855c356024ac)

* Automatic Changelog Update (#1189)

(cherry picked from commit 7beea8901ceea287918f35bd33f8d9445582427a)

* Add Europa Map to Rotation (#1152)

<!--
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This PR adds an old map to rotation called "Europa", originally a
planetary map, but due to several problems it was not able to be played,
I updated a good part of the map adding things necessary to be able to
be played in the EE code, using the same idea To make the Glacier map a
"planet", I created a parallax using the desert texture for the map and
set the atmosphere on the outer side to a temperature of 356.2 K (83 C)
with a high presence of CO2

---

# TODO

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- [x] Rework eng
   - [x] add Super Matter engine
   - [x] better layout

- [x] Rework Epi
  - [x] Better layout
  - [x] missing content

- [x] Minor fixes on the map

- [x] test the map
- [x] add image

---

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<p>

![Europa-0](https://github.com/user-attachments/assets/12839795-60cd-44a2-adab-00d4f68b7ce3)

</p>
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# Changelog

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:cl:
- add: added a new map called "Europa" to rotation

---------

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

(cherry picked from commit 831a7b3092aaab0ef130072a8dfde5354d7809df)

* Automatic Changelog Update (#1152)

(cherry picked from commit b1c3703cdec223ba10aa8e46d28c88694f97450c)

* Update medicine.yml (#1210)

Merges the med doc by floof.
At least one original change by XavierSomething (will update when other
PRs are found)

https://github.com/Fansana/floofstation1/pull/222

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: FoxxoTrystan <[email protected]>
(cherry picked from commit c22325983ecd0a90b8a042585d20568030d69aaf)

* Atmospheric Alerts Computer Upgrades (#1313)

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# Description

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This PR upgrades the capabilities of the Atmospheric Alerts Computer by
displaying colored zones on the station map corresponding to air alarm
status.

Additionally, it makes the Atmospheric Alerts Computer board obtainable
in a Circuit Imprinter once Epi has researched "Atmospheric
Technologies".

This is a port of [Wizden
#31910](https://github.com/space-wizards/space-station-14/pull/31910) by
@chromiumboy

---

# TODO

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n/a

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<p>

![Snímka obrazovky 2024-12-04
131829](https://github.com/user-attachments/assets/598fcfb4-2983-431e-8192-248880cba1b2)
![Snímka obrazovky 2024-12-04
134819](https://github.com/user-attachments/assets/2eb39995-f9fe-4f11-a01e-a457d3487231)

</p>
</details>

---

# Changelog

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:cl: zelezniciar
- tweak: Atmospheric Alerts Computer now displays colored zones
corresponding to air alarm status on the station map
- fix: Atmospheric Alerts Computer board is printable in a circuit
imprinter

---------

Co-authored-by: chromiumboy <[email protected]>
(cherry picked from commit e2ee77db5c7dd20958fa246c893d44b767826868)

* Automatic Changelog Update (#1313)

(cherry picked from commit 6c9270d0cf4526bd632d9d975eaa98c9d6767513)

* More Bug Fixes (#1311)

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-->

[Mice pickup
fixed!](https://github.com/space-wizards/space-station-14/pull/33602)
[Mobs can no longer spill
jugs](https://github.com/space-wizards/space-station-14/pull/33602)
Rest in changelog.

# Changelog
:cl:
- fix: You can pick up mobs again with left click.
- fix: No more mob jug spill, including you revenants.
- fix: Set the Gloves of the North Star to the proper attack speed.
- fix: Medibots will no longer try to heal borgs.

---------

Co-authored-by: MilenVolf <[email protected]>
Co-authored-by: slarticodefast <[email protected]>

(cherry picked from commit 978173efd5f6e7a7cd9f5a52234291e29ed862dc)

* Automatic Changelog Update (#1311)

(cherry picked from commit 1b156683af55eb6e4fef1f1be46f69ff6b258856)

* ChemMaster Sorting (#1310)

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# Description

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[Ports this Frontier
PR.](https://github.com/new-frontiers-14/frontier-station-14/pull/2498#issuecomment-2513268858)

---

# Changelog

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:cl: DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

Signed-off-by: Remuchi <[email protected]>
Co-authored-by: Dmitri <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Remuchi <[email protected]>
(cherry picked from commit 32e17a621bc78ba70b330036bb5ba2fd371286e0)

* Automatic Changelog Update (#1310)

(cherry picked from commit 01a13e3c9f0beaa595b03acd0e50af4cb6de40bf)

* Port Shipyards (#1314)

# Description

I needed this extremely badly.

# TODO

- [x] Move all of this out of the DeltaV folders.

# Changelog

:cl:
- add: Added Shipyards.

---------

Signed-off-by: deltanedas <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Null <[email protected]>
Co-authored-by: Milon <[email protected]>
Co-authored-by: Plykiya <[email protected]>
Co-authored-by: plykiya <[email protected]>
Co-authored-by: Ed <[email protected]>
Co-authored-by: Radezolid <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>

(cherry picked from commit d69b516ce2fe3f8da65db745f1157ae259f60e96)

* Automatic Changelog Update (#1314)

(cherry picked from commit 36cd6ca4706196e9c3097efcff3443bc30896c19)

* Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295)

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# Description

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See https://github.com/space-wizards/space-station-14/pull/28393 and
https://github.com/space-wizards/space-station-14/pull/28236 for
breaking changes and extra information
Works perfectly on a downstream of EE. Changes in third commit have been
tested with doors.

---

# Changelog

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in the changelog (ex: `:cl: Death`)
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nuh uh

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Nemanja <[email protected]>
Co-authored-by: DrSmugleaf <[email protected]>

(cherry picked from commit 1016a0809c6636147647347e9736846cf0536e68)

* Inverts the Check for Material Whitelist in CanChangeMaterialAmount (#1320)

This change was actually suggested by April, I'm not the author.

It fixes Pacman generators and god knows what else.

Prior to the change you could insert steel in it, or just the wrong kind
of fuel.

Since you could only load the wrong kind of fuel the generators were not
working at all.

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# Description

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Description.

---

# TODO

<!--
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good to leave future references
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---

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<details><summary><h1>Media</h1></summary>
<p>

Ejecting steel from a pacman gen

![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6)

Them working after the fix.

![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9)

</p>
</details>

---

# Changelog

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Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit 54d15c03617c5c33b3804ad233e6dc6d7444080d)

* Build Your Own TEG! (#1316)

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# Description

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This PR adds the option of constructing a Thermoelectric Generator (TEG)
from scratch, by adding flatpacks for the TEG Center and TEG Circulator,
as well as a crate that can be ordered from logistics that contains the
flatpacks.

The aim is to give engineering crews the ability to add a TEG to
stations that might lack one, as a "fun" engineering project that can be
pursued on shift. This capability already exists for the Singularity
Engine and Tesla Engines.

The cost of the TEG Construction Kit is set at 8000 spesos, but this can
be changed for balance reasons.

Note: Kit may contain small parts not suitable for children under 3
years old. Some assembly required.

---

# TODO

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good to leave future references
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n/a

---

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<details><summary><h1>Media</h1></summary>
<p>

![Snímka obrazovky 2024-12-05
202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d)
![Snímka obrazovky 2024-12-05
203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f)

</p>
</details>

---

# Changelog

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:cl: zelezniciar
- add: TEG components now be ordered from Logistics and assembled on
station.

(cherry picked from commit f1b8f960f7aa9f29e638cb794d6f2639b63225e8)

* Automatic Changelog Update (#1316)

(cherry picked from commit 3d2cdd73bfd52e89ae9c11d60cba5c801bf68c8e)

* Several Small Map Fixes to Europa (#1319)

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# Description

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Description.

---

# TODO

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good to leave future references
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- [x] Lack of radiator underneath the SM crystal
- [x] Wrong kind of vent and lack of connectors at the gas chambers
- [x] Inverts one of the connector pumps in the SM's closed loop
- [x] Adds a decal to this inverted pump which was missing
- [x] Lack of Mv wire under a APC on a hallway at the north side
- [x] Lack of Hv wire connection to a substation in the bridge which
powers the bridge and the bar area
- [x] Switches a medical records computer in medbay to a crew monitoring
one
- [x] Adds an autolathe to cargo
- [x] Protrudes the cargo dock which was too tight to fit the shuttle

---

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<details><summary><h1>Media</h1></summary>
<p>

Previous docking issue:

![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea)

Change in cargo dock design

![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2)

Crew monitoring replacing medical records

![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237)

Autolathe added to cargo

![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360)

<h2>Atmos/SM/Wiring changes:</h2>

Added missing Hv connection to a substation in the bridge

![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197)

Added one missing Mv wire to this APC

![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c)

Changed regular vents into passive vents, added connector slot and
attached canisters to it

![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3)

Radiator added to SM

![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b)

These two pumps in the SM which were redundant, also one of them were
missing decal to the same tile

![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef)

Showing the changed pump after being inverted

![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551)

---

Recenter changes:

There were three APC in cargo and north of in which one was connected
with cargo's APC for no apparent reason and the other was missing wires
entirely. I've put the one missing wires to work in the Lv wiring around
it and cut the Lv wires were it seemed appropriate to prevent connecting
multiple APCs with Lv for no reason.

![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691)

![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf)
Excess lamps not included in the change

![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921)

![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473)

![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f)

![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf)

</p>
</details>

---

# Changelog

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in the changelog (ex: `:cl: Death`)
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:cl:
- fix: Several small fixes to Europa map, namely to cargo dock, SM and
atmos piping and wires, adds autolathe to cargo and crew monitor to med

(cherry picked from commit 50eb2173c25073d8bed2aaf3dc5a8e4db44a261d)

* Automatic Changelog Update (#1319)

(cherry picked from commit f4152a5597156c58731308e0ef0869862035dce2)

* Fix Rules (#1321)

# Description

The latest update killed our generic rules, and made them not work
anymore. This PR brings them back.

![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7)

# Changelog

:cl:
- fix: Server rules work again.

(cherry picked from commit 06a8cee785e74db4c820d072aa3fdafcf2e4c403)

* Automatic Changelog Update (#1321)

(cherry picked from commit 9989c4d3d2214b22f90045c15e32b04f93adb3b0)

* fix

* 237.2.0

* fix

* 237.2.0

* Uplink: Remove Deception Category (#1309)

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…
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20 people authored Dec 14, 2024
1 parent af319d0 commit 0e0ffb6
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6 changes: 3 additions & 3 deletions .envrc
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
if ! has nix_direnv_version || ! nix_direnv_version 3.0.4; then
source_url "https://raw.githubusercontent.com/nix-community/nix-direnv/3.0.4/direnvrc" "sha256-DzlYZ33mWF/Gs8DDeyjr8mnVmQGx7ASYqA5WlxwvBG4="
if ! has nix_direnv_version || ! nix_direnv_version 3.0.6; then
source_url "https://raw.githubusercontent.com/nix-community/nix-direnv/3.0.6/direnvrc" "sha256-RYcUJaRMf8oF5LznDrlCXbkOQrywm0HDv1VjYGaJGdM="
fi
use flake
use nix
26 changes: 13 additions & 13 deletions Content.Client/Access/UI/AccessOverriderWindow.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ public AccessOverriderWindow(AccessOverriderBoundUserInterface owner, IPrototype
{
if (!prototypeManager.TryIndex(access, out var accessLevel))
{
logMill.Error($"Unable to find accesslevel for {access}");
logMill.Error($"Unable to find access level for {access}");
continue;
}

Expand Down Expand Up @@ -66,11 +66,11 @@ public void UpdateState(AccessOverriderBoundUserInterfaceState state)

if (state.MissingPrivilegesList != null && state.MissingPrivilegesList.Any())
{
List<string> missingPrivileges = new List<string>();
var missingPrivileges = new List<string>();

foreach (string tag in state.MissingPrivilegesList)
{
string privilege = Loc.GetString(_prototypeManager.Index<AccessLevelPrototype>(tag)?.Name ?? "generic-unknown");
var privilege = Loc.GetString(_prototypeManager.Index<AccessLevelPrototype>(tag)?.Name ?? "generic-unknown");
missingPrivileges.Add(privilege);
}

Expand All @@ -83,20 +83,20 @@ public void UpdateState(AccessOverriderBoundUserInterfaceState state)
foreach (var (accessName, button) in _accessButtons)
{
button.Disabled = !interfaceEnabled;
if (interfaceEnabled)
{
button.Pressed = state.TargetAccessReaderIdAccessList?.Contains(accessName) ?? false;
button.Disabled = (!state.AllowedModifyAccessList?.Contains(accessName)) ?? true;
}
if (!interfaceEnabled)
return;

button.Pressed = state.TargetAccessReaderIdAccessList?.Contains<ProtoId<AccessLevelPrototype>>(accessName) ?? false;
button.Disabled = (!state.AllowedModifyAccessList?.Contains<ProtoId<AccessLevelPrototype>>(accessName)) ?? true;
}
}

private void SubmitData()
{
private void SubmitData() =>
_owner.SubmitData(

// Iterate over the buttons dictionary, filter by `Pressed`, only get key from the key/value pair
_accessButtons.Where(x => x.Value.Pressed).Select(x => new ProtoId<AccessLevelPrototype>(x.Key)).ToList());
}
_accessButtons.Where(x => x.Value.Pressed)
.Select(x => new ProtoId<AccessLevelPrototype>(x.Key))
.ToList()
);
}
}
21 changes: 14 additions & 7 deletions Content.Client/Administration/UI/Bwoink/BwoinkWindow.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,18 +16,25 @@ public BwoinkWindow()

Bwoink.ChannelSelector.OnSelectionChanged += sel =>
{
if (sel is not null)
if (sel is null)
{
Title = $"{sel.CharacterName} / {sel.Username}";
Title = Loc.GetString("bwoink-none-selected");
return;
}

Title = $"{sel.CharacterName} / {sel.Username}";

if (sel.OverallPlaytime != null)
{
Title += $" | {Loc.GetString("generic-playtime-title")}: {sel.PlaytimeString}";
}
if (sel.OverallPlaytime != null)
{
Title += $" | {Loc.GetString("generic-playtime-title")}: {sel.PlaytimeString}";
}
};

OnOpen += () => Bwoink.PopulateList();
OnOpen += () =>
{
Bwoink.ChannelSelector.StopFiltering();
Bwoink.PopulateList();
};
}
}
}
230 changes: 119 additions & 111 deletions Content.Client/Administration/UI/CustomControls/PlayerListControl.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -4,147 +4,155 @@
using Content.Client.Verbs.UI;
using Content.Shared.Administration;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Input;
using Robust.Shared.Utility;

namespace Content.Client.Administration.UI.CustomControls
namespace Content.Client.Administration.UI.CustomControls;

[GenerateTypedNameReferences]
public sealed partial class PlayerListControl : BoxContainer
{
[GenerateTypedNameReferences]
public sealed partial class PlayerListControl : BoxContainer
{
private readonly AdminSystem _adminSystem;
private readonly AdminSystem _adminSystem;

private List<PlayerInfo> _playerList = new();
private readonly List<PlayerInfo> _sortedPlayerList = new();
private readonly IEntityManager _entManager;
private readonly IUserInterfaceManager _uiManager;

private PlayerInfo? _selectedPlayer;

public event Action<PlayerInfo>? OnSelectionChanged;
public IReadOnlyList<PlayerInfo> PlayerInfo => _playerList;
private List<PlayerInfo> _playerList = new();
private readonly List<PlayerInfo> _sortedPlayerList = new();

public Func<PlayerInfo, string, string>? OverrideText;
public Comparison<PlayerInfo>? Comparison;
public Comparison<PlayerInfo>? Comparison;
public Func<PlayerInfo, string, string>? OverrideText;

private IEntityManager _entManager;
private IUserInterfaceManager _uiManager;
public PlayerListControl()
{
_entManager = IoCManager.Resolve<IEntityManager>();
_uiManager = IoCManager.Resolve<IUserInterfaceManager>();
_adminSystem = _entManager.System<AdminSystem>();
RobustXamlLoader.Load(this);
// Fill the Option data
PlayerListContainer.ItemPressed += PlayerListItemPressed;
PlayerListContainer.ItemKeyBindDown += PlayerListItemKeyBindDown;
PlayerListContainer.GenerateItem += GenerateButton;
PlayerListContainer.NoItemSelected += PlayerListNoItemSelected;
PopulateList(_adminSystem.PlayerList);
FilterLineEdit.OnTextChanged += _ => FilterList();
_adminSystem.PlayerListChanged += PopulateList;
BackgroundPanel.PanelOverride = new StyleBoxFlat { BackgroundColor = new Color(32, 32, 40) };
}

private PlayerInfo? _selectedPlayer;
public IReadOnlyList<PlayerInfo> PlayerInfo => _playerList;

public PlayerListControl()
{
_entManager = IoCManager.Resolve<IEntityManager>();
_uiManager = IoCManager.Resolve<IUserInterfaceManager>();
_adminSystem = _entManager.System<AdminSystem>();
RobustXamlLoader.Load(this);
// Fill the Option data
PlayerListContainer.ItemPressed += PlayerListItemPressed;
PlayerListContainer.ItemKeyBindDown += PlayerListItemKeyBindDown;
PlayerListContainer.GenerateItem += GenerateButton;
PopulateList(_adminSystem.PlayerList);
FilterLineEdit.OnTextChanged += _ => FilterList();
_adminSystem.PlayerListChanged += PopulateList;
BackgroundPanel.PanelOverride = new StyleBoxFlat {BackgroundColor = new Color(32, 32, 40)};
}
public event Action<PlayerInfo?>? OnSelectionChanged;

private void PlayerListItemPressed(BaseButton.ButtonEventArgs? args, ListData? data)
{
if (args == null || data is not PlayerListData {Info: var selectedPlayer})
return;
private void PlayerListNoItemSelected()
{
_selectedPlayer = null;
OnSelectionChanged?.Invoke(null);
}

if (selectedPlayer == _selectedPlayer)
return;
private void PlayerListItemPressed(BaseButton.ButtonEventArgs? args, ListData? data)
{
if (args == null || data is not PlayerListData { Info: var selectedPlayer })
return;

if (args.Event.Function != EngineKeyFunctions.UIClick)
return;
if (selectedPlayer == _selectedPlayer)
return;

OnSelectionChanged?.Invoke(selectedPlayer);
_selectedPlayer = selectedPlayer;
if (args.Event.Function != EngineKeyFunctions.UIClick)
return;

// update label text. Only required if there is some override (e.g. unread bwoink count).
if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label)
label.Text = GetText(selectedPlayer);
}
OnSelectionChanged?.Invoke(selectedPlayer);
_selectedPlayer = selectedPlayer;

private void PlayerListItemKeyBindDown(GUIBoundKeyEventArgs? args, ListData? data)
{
if (args == null || data is not PlayerListData { Info: var selectedPlayer })
return;
// update label text. Only required if there is some override (e.g. unread bwoink count).
if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label)
label.Text = GetText(selectedPlayer);
}

if (args.Function != EngineKeyFunctions.UIRightClick || selectedPlayer.NetEntity == null)
return;
private void PlayerListItemKeyBindDown(GUIBoundKeyEventArgs? args, ListData? data)
{
if (args == null || data is not PlayerListData { Info: var selectedPlayer })
return;

_uiManager.GetUIController<VerbMenuUIController>().OpenVerbMenu(selectedPlayer.NetEntity.Value, true);
args.Handle();
}
if (args.Function != EngineKeyFunctions.UIRightClick || selectedPlayer.NetEntity == null)
return;

public void StopFiltering()
{
FilterLineEdit.Text = string.Empty;
}
_uiManager.GetUIController<VerbMenuUIController>().OpenVerbMenu(selectedPlayer.NetEntity.Value, true);
args.Handle();
}

private void FilterList()
public void StopFiltering()
{
FilterLineEdit.Text = string.Empty;
}

private void FilterList()
{
_sortedPlayerList.Clear();
foreach (var info in _playerList)
{
_sortedPlayerList.Clear();
foreach (var info in _playerList)
{
var displayName = $"{info.CharacterName} ({info.Username})";
if (info.IdentityName != info.CharacterName)
displayName += $" [{info.IdentityName}]";
if (!string.IsNullOrEmpty(FilterLineEdit.Text)
&& !displayName.ToLowerInvariant().Contains(FilterLineEdit.Text.Trim().ToLowerInvariant()))
continue;
_sortedPlayerList.Add(info);
}

if (Comparison != null)
_sortedPlayerList.Sort((a, b) => Comparison(a, b));

PlayerListContainer.PopulateList(_sortedPlayerList.Select(info => new PlayerListData(info)).ToList());
if (_selectedPlayer != null)
PlayerListContainer.Select(new PlayerListData(_selectedPlayer));
var displayName = $"{info.CharacterName} ({info.Username})";
if (info.IdentityName != info.CharacterName)
displayName += $" [{info.IdentityName}]";
if (!string.IsNullOrEmpty(FilterLineEdit.Text)
&& !displayName.ToLowerInvariant().Contains(FilterLineEdit.Text.Trim().ToLowerInvariant()))
continue;
_sortedPlayerList.Add(info);
}

public void PopulateList(IReadOnlyList<PlayerInfo>? players = null)
{
players ??= _adminSystem.PlayerList;
if (Comparison != null)
_sortedPlayerList.Sort((a, b) => Comparison(a, b));

_playerList = players.ToList();
if (_selectedPlayer != null && !_playerList.Contains(_selectedPlayer))
_selectedPlayer = null;
// Ensure pinned players are always at the top
_sortedPlayerList.Sort((a, b) => a.IsPinned != b.IsPinned && a.IsPinned ? -1 : 1);

FilterList();
}
PlayerListContainer.PopulateList(_sortedPlayerList.Select(info => new PlayerListData(info)).ToList());
if (_selectedPlayer != null)
PlayerListContainer.Select(new PlayerListData(_selectedPlayer));
}

private string GetText(PlayerInfo info)
{
var text = $"{info.CharacterName} ({info.Username})";
if (OverrideText != null)
text = OverrideText.Invoke(info, text);
return text;
}
public void PopulateList(IReadOnlyList<PlayerInfo>? players = null)
{
players ??= _adminSystem.PlayerList;

private void GenerateButton(ListData data, ListContainerButton button)
{
if (data is not PlayerListData { Info: var info })
return;

button.AddChild(new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Children =
{
new Label
{
ClipText = true,
Text = GetText(info)
}
}
});

button.AddStyleClass(ListContainer.StyleClassListContainerButton);
}
_playerList = players.ToList();
if (_selectedPlayer != null && !_playerList.Contains(_selectedPlayer))
_selectedPlayer = null;

FilterList();
}

public record PlayerListData(PlayerInfo Info) : ListData;

private string GetText(PlayerInfo info)
{
var text = $"{info.CharacterName} ({info.Username})";
if (OverrideText != null)
text = OverrideText.Invoke(info, text);
return text;
}

private void GenerateButton(ListData data, ListContainerButton button)
{
if (data is not PlayerListData { Info: var info })
return;

var entry = new PlayerListEntry();
entry.Setup(info, OverrideText);
entry.OnPinStatusChanged += _ =>
{
FilterList();
};

button.AddChild(entry);
button.AddStyleClass(ListContainer.StyleClassListContainerButton);
}
}

public record PlayerListData(PlayerInfo Info) : ListData;
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
<BoxContainer xmlns="https://spacestation14.io"
Orientation="Horizontal" HorizontalExpand="true">
<Label Name="PlayerEntryLabel" Text="" ClipText="True" HorizontalExpand="True" />
<TextureButton Name="PlayerEntryPinButton"
HorizontalAlignment="Right" />
</BoxContainer>
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