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Update Stable (10/13/2024) #1046

Merged
merged 195 commits into from
Oct 14, 2024
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Commits on Sep 14, 2024

  1. Weather Block Marker, Rad Markers and Invisible Walls (Simple-Station…

    …#862)
    
    Ported from Nuclear14 by request of @OldDanceJacket as they wanted the
    weather blocking markers. Tought you may as well get the rest of the
    stuff for rad markers and invisible walls too. Useful for planets.
    
    ---------
    
    Signed-off-by: Peptide90 <78795277+Peptide90@users.noreply.github.com>
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored Sep 14, 2024
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Commits on Sep 16, 2024

  1. Harpy Flight System (Simple-Station#919)

    # Description
    
    This PR adds a generic system which gives an entity the ability to fly.
    Optionally increasing their speed in exchange for a continuous stamina
    drain, which can, and **will** stamcrit them if left unchecked.
    
    ---
    
    # Technical Details?
    
    We normally dont have this section but I'd like to outline the changes
    since I messed with quite a few systems:
    
    - Introduces a `FlightComponent` which can be added to any entity in
    YML, needs to be tied to an action with an event of type
    `ToggleFlightEvent` This component holds properties for:
    - Toggling animations on and off, either at the entity level or the
    layer level.
        - Altering shader animation properties
    - Altering speed, stamina drain, sounds played, delay between sounds,
    etc etc.
    - Adds a `FlyingVisualizerSystem` that can take a given `AnimationKey`
    which points to a shader, and optionally can apply it to either the
    entire sprite, or a given layer.
    - Adds a check in `SharedGravitySystem` for making the entity weightless
    when it has the `FlightComponent` and is flying.
    - Adds a check in `SharedCuffableSystem` to disable cuffing when the
    target has the `FlightComponent` and is flying.
    - Introduces a new field in the `StaminaComponent` which serves as a
    dictionary for persistent drains, with the key being the source (UID) of
    where it came from. The drains can also indicate if they should apply
    the stamina slowdown or not (relevant for both this PR, and for an
    eventual sprinting PR)
    
    ---
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    [![Flight
    Demo](https://i.ytimg.com/vi/Wndv9hYaZ_s/maxresdefault.jpg)](https://youtu.be/Wndv9hYaZ_s
    "Flight Demo")
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Harpies are now able to fly on station for limited periods of
    time, moving faster at the cost of stamina.
    
    ---------
    
    Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    gluesniffler and VMSolidus authored Sep 16, 2024
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Commits on Sep 17, 2024

  1. Physical Pulling (Simple-Station#883)

    # Description
    Fixes pulling being obnoxiously unphysical. Entities now exert a
    specific amount of force defined as the product of their mass and the
    SpecificForce set in their PullerComponent. Doing a ctrl-right click now
    sets a target position where your entity begins to continuously push the
    pulled entity towards, instead of throwing it or pushing it once
    (however, it should still be possible to drag people and disposals and
    the like). Additionally, your entity will properly experience recoil
    from dragging someone around.
    
    # TODO
    - [X] Do stuff
    - [X] Fix stuff
    - [X] Fix aghosts not being able to push (?)
    - [X] Fix pulling giving you free kinetic energy while in spess (how?)
    - [ ] Test if throwing felinids into disposals via pulling still works
    :trollface:
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/2498ef8c-f743-4702-b73c-b2da0c16e9aa
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Pulling has been reworked. Your character will now try to
    continuously push the pulled entity when you use the push keybind.
    - remove: You can no longer push the pulled entity while walking, and
    pushing now follows the momentum conservation laws.
    Mnemotechnician authored Sep 17, 2024
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  2. Core Fullsize (Underfueled) AME (Simple-Station#927)

    # Description
    
    By request. A typical engineering team takes as much as 40 minutes to
    setup a Supermatter engine with no experience. Core is designed to
    **FORCE** players to setup a Singulo, which takes 15 minutes, therefore
    Core loses power in 20 minutes with its comically undersized and
    underpowered AME.
    
    I increased the size of Core's AME so that engineers have more time to
    setup Supermatter. A lot more time actually.
    
    # Changelog
    
    :cl:
    - tweak: Core now has a 6-Core AME, which is supplied with two jars of
    fuel. This should give Engineers significantly more than 20 minutes of
    time to setup the Supermatter engine.
    VMSolidus authored Sep 17, 2024
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  5. Fixes to Bench and Barber Chair Rotation (Simple-Station#925)

    # Description
    
    Changed the textures of wooden and metal benches. Now wooden benches are
    turned correctly, and metal ones have the correct texture of the left
    and right halves
    
    ---
    
    # TODO
    
    - [x] Task
    - [x] Completed Task
    
    ---
    
    
    ![Screenshot_80](https://github.com/user-attachments/assets/ff51a698-5387-4b4e-8d2e-4408c2893577)
    
    ![Screenshot_81](https://github.com/user-attachments/assets/235f4dbd-c379-45cd-86ea-821a145f0862)
    
    ![Screenshot_82](https://github.com/user-attachments/assets/04757bd0-c317-4f3f-91eb-91c1c2d52dec)
    
    ![Screenshot_83](https://github.com/user-attachments/assets/dcf006e9-50d6-443f-80b1-c2cce22b1b9a)
    
    
    ---
    
    # Changelog
    
    :cl: JayJacobs
    - tweak: Changed the sprite of the barber chair.
    - fix: Fixed bench textures.
    
    Co-authored-by: Flybik <lfybbk2222@gmail.com>
    Flybik and Lost-Paradise-Bot authored Sep 17, 2024
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  6. Re-Adds Fireaxe Prying (Simple-Station#921)

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    # Description
    
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    - Makes the fireaxe once again able to perform its primary function.
    - There is now a way to emergency space a room without using an RCD.
    - Viva Atmosia.
    
    ---
    
    # TODO
    
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    probably won't have to complete everything before merging but it's good
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    [x] Return Fireaxe Prying
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl: zelezniciar
    - tweak: The fireaxe once again can pry subfloors
    
    Co-authored-by: SsalamethVersaach <thebluettdle@gmail.com>
    zelezniciar1 and SsalamethVersaach authored Sep 17, 2024
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  8. 9 More Traits (Simple-Station#918)

    # Description
    
    This "ZERO C#" Pr adds 10 additional traits to the game, which only make
    use of pre-existing components, along with some of the new TraitSystem
    functionality. These are the following new traits:
    
    - **Photophobia**: Functions as per Vulpkanin Light Sensitivity
    - **Clumsy**: Functions as per Clown clumsiness
    - **Small**: Functions as per Felinid PseudoItem, requires a character
    be Felinid sized
    - **Temperature Tolerance**: Functions as per Vulpkanin low temperature
    resistance
    - **Spinarette**: Functions as per the same ability from Arachnids.
    - **Talons**: Replaces your melee natural attacks with Piercing talons
    - **Claws**: Replaces your melee natural attacks with Slashing claws
    - **Striking Calluses**: [Human only, requires Martial Artist or Boxer
    job], increases your base unarmed attack to 6 damage, from 5.
    - **Natural Weapon Removal**: For species with melee attacks other than
    blunt, replaces Talons or Claws with Fist.
    
    ## TODO:
    
    - [ ] Adjust the points costs/additions for these traits to ensure
    balance. Although I can't imagine most of them being changed. I do still
    wish for a decent number of traits to be within the 1 to 3 point range.
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/c2e7a42b-2b1f-43ea-8f0d-5275c06c51ae)
    
    
    ![image](https://github.com/user-attachments/assets/bb60ffbe-0755-483b-b3a4-028764b465a7)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: 10 new Traits have been added to the game. Photophobia, Clumsy,
    Small, Temperature Tolerance, Claws, Talons, Natural Weapon Removal,
    Striking Calluses, and Spinarette.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Sep 17, 2024
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  9. Open Market Tacsuits (Simple-Station#845)

    # Description
    
    I've spoken with this subject with quite a few people so far, that
    there's some inherent issues with the game's setting as regards to
    corporations, and people readily identifying certain companies as being
    "Syndicate Companies". It makes absolutely no sense for things like that
    to be completely public knowledge that X-Company is explicitly
    antagonistic, when publicly they would just be companies that sell
    products to an open market-- an open market that NanoTrasen buys from.
    And while we've been doing this lately with adding non-NT company names
    to the names and descriptions of hardsuits, one thing has been bugging
    me and other people for awhile.
    
    "If the Cybersun tacsuits are meant to be something that the Nukies
    literally bought on the open market and painted red. Why can't the
    station also purchase these suits from the same market? If a
    manufacturer of these suits notably declined to sell its products to
    another company, it would be an extremely obvious tell that they were
    overtly hostile to that corporation. It makes more sense if they openly
    sell said products at an inflated cost, so that they can put up public
    appearances of neutrality".
    
    This also brings to mind that the Reverse Engineering Machine, in it's
    current rendition, is extremely problematic for establishing the game as
    a serious setting, given that it currently functions as what is
    essentially "Press button to commit industrial espionage". Having talked
    with its original creator, Rane also agreed that- especially in the
    context of the "Blukie Suits", this presents an issue for the game's
    setting presentation. It's a plot hole that makes very little sense.
    
    So, what this PR does, is make it so that station Logistics can purchase
    crates containing CSA branded Tacsuits, painted in the blue, at a
    massively overinflated cost. These crates come with Security locks,
    meaning that they would be bought for use solely by the station's
    security. Additionally, this removes the ability for the Reverse
    Engineering machine to violate the intellectual property of other
    corporations, which in-universe would be something highly illegal under
    a truly neutral space law.
    
    I actually also believe that other hardsuits and tacsuits, including
    ones purchased from Five-Points-Armory, Hephaeustus, etc, should all be
    purchasable from cargo. Technically, any weapon, hardsuit, or armor,
    should also be purchasable, but making it so that cargo can order a
    Sec-Crate with a C-20r in it would be extremely controversial, and is
    best left to a separate PR.
    
    # Changelog
    
    :cl:
    - add: CSA-51a "Shanlin" and CSA-80UA "Guan-Yu" Tacsuits can now be
    purchased from Logistics for use by station security personnel, at an
    extremely overinflated price. These suits come prepainted in blue.
    - remove: Reverse Engineering machines can no longer violate the
    intellectual property rights of publicly traded corporations. This means
    that Cybersun Tacsuits; regardless of where they were obtained from or
    what color they were painted, can no longer be reverse engineered.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Sep 17, 2024
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  10. Psionic Power Rolling Rework (Simple-Station#830)

    # Description
    
    This PR implements a long overdue rework of the underlying system for
    actually giving Psions their powers, by making it a semi-deterministic
    system that favors people having a small handful of powers, unless said
    person has inherent modifiers that let them generate them more
    consistently. A common complaint I received from the new Psionic System
    is that stations tended to become "Space Hogwarts" given enough time,
    since people could very easily game the system to consistently get new
    powers every 20 minutes, until a majority of the station was throwing
    fireballs at each other.
    
    Now, obtaining new powers gets more difficult the more powers you have,
    exponentially so. Powers can also declare in their prototype how many
    "Slots" they occupy, meaning that certain powers can make this even more
    difficult, or not at all, as desired.
    
    # Changelog
    
    :cl: VMSolidus & Rane
    - add: Psionic Power "Rerolls" have been reworked. Psions now have a
    stat called Potentia, which is increased by sources of Psionic Rerolls
    such as Space Drugs, Loto Oil, and Random Events. Instead of being an
    all-or-nothing "D100 with modifiers" roll, whatever you roll is added to
    your Potentia stat, and when Potentia reaches a certain threshold, it is
    automatically "Spent" to buy a random new power. Your first power costs
    100 Potentia, your 2nd power costs 200, 3rd costs 400, and so on. The
    more powers you have, the more difficult it is to obtain new ones.
    - tweak: Some powers, such as Telepathy and Xenoglossy, do not count as
    a power for the purpose of Potentia Cost
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    VMSolidus authored Sep 17, 2024
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  11. IPC Refactor (Simple-Station#771)

    # Description
    
    IPCs were ported from a codebase that didn't necessarily follow all of
    our repo's coding standards. And while I had done my part to cleanup as
    much of the system as was practical within the bounds of a Maintainer
    Review, there were a lot of things that I felt were inappropriate to
    leave to review, and wished to go over with a fine lense. Thus, here is
    my Refactor of IPC code.
    
    Do not merge this without first testing that nothing was broken. Because
    I haven't tested it myself yet.
    VMSolidus authored Sep 17, 2024
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Commits on Sep 18, 2024

  1. Filespace ContestsSystem.cs (Simple-Station#931)

    # Description
    
    I CAN'T BELIEVE I MISSED THIS.
    VMSolidus authored Sep 18, 2024
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  2. Fix Uncloneable Feedback Message (Simple-Station#926)

    # Description
    
    Clone Pod isn't the one that has the ability to say the message, the
    cloning console does. This fixes a bug where Uncloneable messages aren't
    being played.
    
    # Changelog
    
    :cl:
    - fix: Cloning Consoles will now correctly state when a body has the
    Uncloneable trait.
    VMSolidus authored Sep 18, 2024
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Commits on Sep 19, 2024

  1. Better Lying Down System (From White Dream) (Simple-Station#815)

    # Description
    
    Port of WWhiteDreamProject/wwdpublic#2
    And now also WWhiteDreamProject/wwdpublic#8
    Because Lying Down System is dependent on the Telescope System.
    
    # TODO
    
    - [x] Reconcile the code with core code, do code cleanup. I'll undraft
    this when I'm done. Probably not going to be tonight, because I will
    have to get some sleep soon to get up early for my calculus classes.
    
    # Changelog
    
    :cl: Spatison (White Dream)
    - add: Added lying down system / Добавлена система лежания
    - tweak: Lying down now uses do-afters that are visible to other people
    to indicate what is going on.
    - add: Added telescope system / Добавлена система прицеливания
    - tweak: Now you can aim from Hristov / Теперь можно прицеливаться из
    Христова
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored Sep 19, 2024
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  3. Remove DeltaV Options (Simple-Station#928)

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    This PR Remove and the DeltaV Option Tab while moving the specie filter
    to the general accessibility tab.
    View Media for images.
    
    This PR also Rebase the option and removed useless duplicated, CVars are
    moved, .ftl files.
    Tho cvar name is unchanged so the option will still be enable if you
    enabled it before.
    
    This PR fixes Simple-Station#481 and put PR Simple-Station#630 stale.
    
    ---
    
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    <p>
    
    
    ![image](https://github.com/user-attachments/assets/55fdf75d-2c02-4c25-b0df-e76cce564a33)
    
    ![image](https://github.com/user-attachments/assets/88a170fb-ba32-467c-b432-b0a8c554a489)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - remove: DeltaV Option Tab (Options moved)
    FoxxoTrystan authored Sep 19, 2024
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  5. Fix SpawnAndDeleteAllEntities (Simple-Station#932)

    # Description
    
    After doing an archaological exploration of the fucking
    SpawnAndDeleteAllEntities test fail, I eventually tracked down the bug
    to an issue where InternalEncryptionKeySpawner is randomly being handed
    a Null EntityUid which was Null Forgiven to make the compiler shut up.
    The actual EntityUid factually cannot be null during ordinary operation,
    except for the dumbass race condition provided by
    TestSpawnAndDeleteAllEntities.
    VMSolidus authored Sep 19, 2024
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  6. [Port] StepTriggerGroup From WhiteDream (Simple-Station#929)

    # Description
    
    This is a port of
    WWhiteDreamProject/wwdpublic#53 from White
    Dream. This PR improves the StepTriggerImmune component by making it
    operate on a more granular Blacklist system, such that StepTriggerImmune
    entities can further clarify via prototypes which kinds of floor traps
    they are immune to, such as landmines/mousetraps, and not have blanket
    immunity to everything. Because it turns out things like Lava and Soap
    also were caught by the immunity, when really we just wanted Harpies &
    Felinids to not trigger landmines.
    
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    > # Описание
    > Необходимо настроить модификатор урона, чтобы IPC не получали урон от
    осколков стекла.
    > 
    > Иммунитет StepTriggerImmuneComponent доработан. Теперь имеются
    несколько типов (types): Lava - тип тайла, наступив на который
    появляется урон. Это собственно лава и LiquidPlasma Landmine - мины.
    Chasm - дырка в карте, куда можно провалиться Mousetrap - Мышеловка
    SlipTile - Все, что должно подскальзывать игроков, имеющее размер тайла
    SlipEntity - Все, что должно подскальзывать игроков, имеющее развер
    энтити. Разделено для баланса. Самые ловки могут игнорировать мелкие
    предметы (энтити), т.е. уворачиваться от них. Но большие по площади вещи
    (тайлы по типу разлитой воды, бананиума) просчитываются отдельно.
    > 
    > # Изменения
    > * [x]  Улучшить StepTriggerSystem (Immune)
    > * [x] Добавлены типы триггера. - Lava Landmine Shard Chasm Mousetrap
    SlipTile SlipEntity
    > * [x]  Исправить осколки у IPC
    > * [x] Исправить отсутствие урона от лавы и падение в дыры у фелинидов
    и гарпий.
    > 
    > 🆑 Hell_Cat
    > 
    > * Feature: StepTriggerSystem is improved | Улучшена StepTriggerSystem
    > * fix: IPC: Immunity for shards and SpiderWeb | Иммунитет осколкам.
    > * fix: Felinid | Фелиниды : Immunity for Shard Landmine Mousetrap
    SlipEntities | Иммунитет для осколков, жидкости, мин, мышеловок, мыла и
    бананов.
    > * fix: Harpy | Гарпия : Immunity for Shards Landmine Mousetrap |
    Иммунитет для осколков, жидкости, мин и мышеловок.
    > * fix: Mice | Мыши : Don't blow up on landmines | Мыши не подрываются
    на минах.
    
    </p>
    </details>
    
    # Changelog
    
    :cl: Hell_Cat
    Feature: StepTriggerSystem has been improved with new StepTriggerGroups.
    Additionally, the StepTriggerImmune component now allows declaring for
    specific StepTriggerGroups for a given entity to be immune to. Some
    examples may be, Felinids, Mice, and Harpies being unable to set off
    Landmines.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: Ivan <126400932+HellCatten@users.noreply.github.com>
    Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    3 people authored Sep 19, 2024
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  8. Fix Laying Down Bugs (Simple-Station#933)

    # Description
    
    This fixes prediction issues, both where pressing the Lay down key
    causes all entities on your screen to glitch and lay down, as well as
    the bug where upon receiving ANY movement input, a player would be
    visually changed on their screen to be laying down.
    
    # Changelog
    
    :cl:
    - fix: Fixed issues with the LayingDownSystem. Laying down no longer
    causes all entities on your screen to lay down at once. Using any
    movement input no longer causes the character to appear to the player as
    to be laying down.
    VMSolidus authored Sep 19, 2024
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Commits on Sep 20, 2024

  1. Non-Destructive Universal Language (Simple-Station#899)

    # Description
    
    UniversalLanguageSpeakerComponent has NUMEROUS issues, which previously
    were easy to ignore since it was a language only obtainable by Admins.
    But now that it's both a Psionic Power(And a trait that adds said
    power), the issues with it have been highlighted. Here's just a FEW
    
    1. UniversalLanguageSpeaker overwrites all known languages, preventing
    you from speaking anything else
    2. It overwrites the ability to use sign language.
    3. It also overwrites the Mute trait.
    
    To fix that, I've made it follow *MOSTLY* the logic all the other
    languages use, so that it's less of a special snowflake case. Now if you
    have access to it, it will appear in your language list alongside other
    languages, rather than fully replacing the entire list. That way you can
    intentionally choose not to speak in a language understood by all.
    
    Fuck it, I also added the ability for the TraitSystem to just call
    LanguageSystem and directly add arbitrarily any desired language, rather
    than needing a component to do so.
    
    # Changelog
    
    :cl:
    - fix: UniversalLanguageSpeaker(And Xenoglossy by extension) will now
    appear in your language menu alongside other known languages, rather
    than replace all known languages. You can effectively now choose whether
    or not to speak it, or to use a normal language.
    - add: Traits can now add Languages directly.
    - add: Traits can now remove Languages directly.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    4 people authored Sep 20, 2024
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  3. NyanoCombat Part 4: MeleeSystem Refactor Part 2, Electric Boogaloo (S…

    …imple-Station#934)
    
    # Description
    
    Surprise motherfucker, here's a massive fucking refactor of
    SharedMeleeWeaponSystem.
    The MeleeWeaponComponent now allows for melee weapons to directly
    configure how and what members of the ContestsSystem they wish to
    utilize for influencing damage. Additionally, the damage of a melee
    weapon modified by Contests is now also visible when examined(Although
    this only reflects damage as per the current condition of the user).
    
    # Changelog
    
    :cl:
    - add: Melee Weapons can now individually define their interactions with
    the ContestsSystem.
    - add: Added the ContestArgs type, allowing arbitrarily any component to
    contain a list of arguments for ContestSystems.
    - add: Added the ContestConstructor, a new type of meta-Contest that
    enables other systems to use components to define all possible contest
    behaviors, rather than needing to hardcode specific interactions.
    VMSolidus authored Sep 20, 2024
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  5. Allow Crawling Entities To Go Under Tables (Simple-Station#939)

    # Description
    
    Adds a CVAR that when enabled, allows entities to crawl under
    tables/flaps by lowering their DrawDepth, which in turn protects them
    from being targeted for projectiles while crawling.
    
    Additionally tables and plastic flaps were given collision properties
    along with reduced damage thresholds, so guns can target & destroy them
    easily if your mouse is on top of them.
    
    ---
    
    <h1>Media</h1>
    <p>
    
    
    https://github.com/user-attachments/assets/77a04198-11cb-4895-bf2d-6f82b7f2bb5b
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - add: Adds an optional server variable which allows entities to crawl
    under tables.
    - tweak: Tables and plastic flaps are less resistant to damage, and can
    now be targeted by guns by aiming on top of them.
    
    ---------
    
    Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    gluesniffler and VMSolidus authored Sep 20, 2024
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  7. Melee Part 5: Less Exhaustion (Simple-Station#938)

    # A followup PR to the previous melee rebalancing, taking in feedback
    from multiple sources.
    
    There were some unintended changes bundled with the previous melee
    changes that didn't flow well together. I'm documenting everything here
    but would like to preface this by saying that, while a number of folks
    have had issues with the changes, there's been a surprisingly quiet
    amount of people who have just come forward and said that they've liked
    a number of the changes.
    
    Instead of just being satisfied with this, I would like to appease the
    folks who have had difficulties adjusting to the melee changes by
    improving the experience on a number of weapons and strange outlier
    cases that have cropped up.
    Below is the changelog any item not listed was either only changed by
    the Default Wide Swing change or had no change at all:
    
    **Default Wide Swing**
    Angle 45 -> 60
    Stamina Cost 10 -> 2.5
    MaxTargets 1 -> 3
    
    _-I wasn't aware that the max targets and angle was being dropped when I
    made my initial changes, the stamina cost was a bit too high(was
    originally supposed to be 5 at one point). 2.5 should be rarely felt and
    does more to halt stamina regen than directly impact the stamina pool.
    Any weapon denoted below with a ^ symbol is buffed by this change._
    
    **ElectricGuitar**
    heavyStaminaCost 10 -> 7.5
    
    **BassGuitar**
    heavyStaminaCost 10 -> 7.5
    
    **RockGuitar**
    heavyStaminaCost 15 -> 10
    
    **Banjo**
    heavyStaminaCost 10 -> 7.5
    
    _-All of the guitars have received less of a stamina cost, excluding the
    acoustic which is fine at 10._
    
    **RubberDuck**
    range 1.3 -> 1.5
    heavyStaminaCost 5 -> default
    
    _Fear the duck._
    
    **BrokenBottle**
    attackRate 1.5 -> 1.4
    range 1.3 -> 1.4
    
    _-Normalizing the range to feel less ass, but pulling back the attack
    rate a smidge as a result._
    
    **FireExtinguisher**
    heavyStaminaCost 10 -> 7.5
    maxTargets 8 -> 6
    
    **HolyBible**
    maxTargets 3 -> 4
    
    **MiniHoe**
    heavyStaminaCost 5 -> default
    
    **PlantClippers**
    heavyStaminaCost 5 -> default
    
    **Hatchet** ^
    range 1.25 -> 1.4
    
    **Mops**
    heavyStaminaCost 10 -> 7.5
    
    _-Mopfu is real._
    
    **Drill**
    range 1.3 -> 1.4
    
    **Scalpel**
    range 1.25 -> 1.4
    
    **CircularSaw + AdvancedCircularSaw**
    attackRate 1.25 -> 1.15
    range 1.4 -> 1.5
    heavyStaminaCost 15 -> 10
    
    _-The heavy attack for these weapons is a 360 spin, try it out._
    
    **SecLight**
    BluntStamina 1.5 -> 2
    heavyStaminaCost 5 -> default
    
    _-This now does about 14 stamina damage on hit, for when you really need
    to harm baton._
    
    **GasTanks**
    heavyStaminaCost 15 -> 10
    maxTargets 1 -> 3
    angle 140 -> 100
    
    _-Been told this is a strong weapon, but a bit odd and unreliable. This
    should be easier to use but still keep it's flavor._
    
    **JawsOfLife**
    attackRate 0.75 -> 0.85
    range 1.75 -> 1.65
    heavyStaminaCost 10 -> 5
    
    **Toolboxes** ^
    heavyStaminaCost 10 -> 7.5
    
    **BaseTools**
    heavyStaminaCost 5 -> default
    
    **RollingPin**
    heavyStaminaCost 5 -> default
    maxTargets 1 -> 2
    
    **BaseballBat**
    heavyStaminaCost 15 -> 10
    
    **RitualDagger**
    range 1.4 -> 1.5
    
    **EldritchBlade**
    range 1.75 -> 1.65
    heavyStaminaCost 10 -> 7.5
    
    **UnholyHalberd**
    attackrate 0.75 -> 0.85
    heavyStaminaCost 10 -> 7.5
    
    **HomeRunBat**
    heavyStaminaCost 25 -> 15
    maxTargets 2 -> Default
    
    **Knife**
    range 1.4 -> 1.5
    heavyStaminaCost 5 -> default
    
    _-This change parents over to majority of knives including the cleaver._
    
    **Shiv**
    range 0.75 -> 1.4
    
    _-Whoops!_
    
    **Crusher** ^
    attackRate 0.75 -> 0.85
    range 1.75 -> 1.65
    heavyStaminaCost 10 -> 7.5
    
    **CrusherDagger**
    heavyStaminaCost 5 -> default
    
    **Pickaxe**
    attackRate 0.75 -> 0.85
    range 1.75 -> 1.5
    heavyStaminaCost 5 -> default
    maxTargets 2 -> 5
    angle 60 -> 80
    
    **Drill**
    attackRate 0.5 -> 1.2
    range 1.4 -> 1.5
    Blunt 9 -> 6
    heavyStaminaCost 10 -> default
    maxTargets (default)
    
    _-I really despise the current balance of mining/salvage, the gameplay
    loops require you to destroy fifty rocks to get two plasma and a bar of
    gold. Your tools are now fixed._
    
    **Sledgehammer**
    attackRate 0.75 -> 0.8 
    heavyStaminaCost 15 -> 7.5
    
    _-This can hit 10 people btw._
    
    **Spears**
    _-No changes here, just a remark that they are pretty strong and a good
    option yet again._
    
    **Stunprod**
    attackRate 0.8 -> 1
    range 1.4 -> 1.5
    heavyStaminaCost 5 -> default
    maxtargets (default)
    angle (default
    
    _-So when not powered this thing does 15 stam damage when you smack
    someone with it, so if it runs out of power you can still smack the
    person a bit to stun them, but here, it's been buffed a bit more._
    
    **Katana**
    heavyRange 3 -> 2.75
    heavyStaminaCost 10 -> 15
    
    _-The heavy attack of the Katana is comically overpowered, it has an
    absurd range. This is still really funny and cool but a little more
    balanced._
    
    **Machete** ^
    heavyStaminaCost 10 -> 7.5
    
    **Claymore**
    heavyStaminaCost 20 -> 15
    
    **Cutlass**
    heavyStaminaCost 10 -> 7.5
    
    **StunBaton**
    bluntStamina 2.0 -> 2.5
    heavyStaminaCost 5 -> 1
    maxTargets (default)
    angle (default)
    
    _-Wow, from all the reports I got about this I thought I messed up on
    the balance of the stun baton, but honestly it was just a case of
    security players actually just sucking, lmao, this one is a full
    problème de compétence but whatever, I'm changing the stamina cost to 1,
    which shouldn't drop you at all, but will prevent your stamina from
    recovering if you just spam your wide swing. I've also further buffed
    the harm baton functionality._
    
    **Truncheon**
    heavyStaminaCost 10 -> 7.5
    
    .
    
    
    And that's it.
    Realistically this is just an overall adjustment of stamina costs to be
    a bit less punishing but this is all fairly redundant, a number of the
    'issues' were spawned by default melee values not being updated properly
    to some codebases and people just spamming their power attack because
    that's how its been for a few months.
    This should be considerably better but please left click a little
    instead of flailing around.
    
    :cl: ODJ
    - tweak: Tweaked melee; Less stamina usage on heavy attacks.
    
    Co-authored-by: jcsmithing <jcsmithing@gmail.com>
    OldDanceJacket and jcsmithing authored Sep 20, 2024
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  9. Variable NPC Juke Aggression (Simple-Station#935)

    # Description
    
    This PR un-hardcodes the JukeSystem timer, such that individual NPC HTN
    Blackboards can directly state how often, and how far they wish to juke.
    The effect of this is that NPCs are no longer completely impossible to
    hit with left-clicks in melee combat, while also allowing for more
    "Elite" enemies that juke more aggressively and more often to be
    created.
    
    Additionally, by introducing an exit condition based on this new "Juke
    Cooldown", I have made the Juke Operator run a metric shitload of
    expensive calculations 5000 times less often.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Melee enemy with the new default juke settings, 0.5 second juke
    duration, with 5 second juke Cooldown. The reagent slime will attempt to
    close to melee with its enemy, but will now only attempt to evade melee
    attacks once per 5 seconds. They will otherwise attempt to stay within
    melee range.
    
    
    https://github.com/user-attachments/assets/653e2064-e404-4be6-a958-da43096de502
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - tweak: JukeOperator now allows for JukeDuration and JukeCooldown
    arguments. JukeCooldown is a new feature where enemies must wait an
    amount of time in seconds equal to the JukeCooldown, before they are
    allowed to attempt to dodge a melee attack.
    - tweak: By default, NPCs will only attempt to dodge attacks once every
    5 seconds.
    - fix: JukeOperator now performs extremely expensive math 5000 times
    less often. EXIT CONDITIONS PEOPLE!
    VMSolidus authored Sep 20, 2024
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  11. Update SetOutfitCommand.cs (Simple-Station#941)

    # Description
    
    I hate when people don't use nullables correctly, and SOMEHOW a null
    reference is still being handed into IPCs.
    VMSolidus authored Sep 20, 2024
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  12. Longarms Require Wielding (Simple-Station#913)

    # Description
    
    Take 1, I hope it's this simple. This is an important balancing feature
    that means you can't use longarms (Rifles, Machine Guns, Shotguns, etc.)
    without holding them in two hands. I might revisit this later and create
    options that can bypass this requirement, but for now this is needed so
    that Nukies in EE don't just "Buy Jugsuit, L6, Eshield, Auto-Win".
    
    # Changelog
    
    :cl:
    - add: All "Long-arms", Rifles, Light Machine Guns, Shotguns, now
    require wielding to use.
    VMSolidus authored Sep 20, 2024
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  14. Ports Atmospheric Alerts Computer (Simple-Station#922)

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    # Description
    
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    - Ports the Atmospheric Alerts Computer, as implemented on WizDen
    
    ---
    
    # TODO
    
    [x] small fixes
    
    <!--
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    n/a
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    ![Snímka obrazovky 2024-09-13
    
    225958](https://github.com/user-attachments/assets/e03a5535-4e1d-427b-97b3-91b515e7df59)
    
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl: zelezniciar
    - add: Added Atmospheric Alerts Computer
    
    Co-authored-by: SsalamethVersaach <thebluettdle@gmail.com>
    zelezniciar1 and SsalamethVersaach authored Sep 20, 2024
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  15. Basic Language Menu (Simple-Station#936)

    # Description
    
    This is a very _early_ take on a Language menu, making use of the new
    CharacterItemGroups functionality, as well as functionality added to the
    trait system that allows it to add and remove languages directly. This
    PR adds in the languages Tau-Cetic Basic(taking the place of Galactic
    Common), Tradeband, Freespeak, Elyran Standard, and Sol Common(I'm
    replacing the extremely basic bastardized Sol Common we had before with
    the fully realized version of it from Bay12).
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/68d054b6-975b-42db-b039-d517e337ace3)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: A basic Languages menu has been added into the Traits tab. 
    - add: Tau-Ceti Basic, Tradeband, Freespeak, Elyran Standard, Sol
    Common, and Sign Language have been added to the Languages tab.
    VMSolidus authored Sep 20, 2024
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  17. Remove Become Psionic Objective (Simple-Station#940)

    # Description
    
    This should have been removed awhile ago. This objective shouldn't exist
    because you automatically win it entirely by default if you selected the
    Latent Psychic trait in Chargen. And you permanently fail the objective
    if you didn't select said trait.
    
    # Changelog
    
    :cl:
    - remove: Removed the "Become Psionic" traitor objective. It was
    literally impossible to fail if you took the Latent Psychic trait, and
    literally impossible to greentext if you didn't.
    VMSolidus authored Sep 20, 2024
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Commits on Sep 21, 2024

  1. Update Credits (Simple-Station#923)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
    github-actions[bot] and SimpleStation14 authored Sep 21, 2024
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  2. Reimplement Part Upgrading (Simple-Station#917)

    # Description
    
    By extremely popular demand(Both internally, and from our downstreams),
    this PR reimplements Part Upgrading. Since some of the systems that this
    PR touches were substantially changed since the removal of Parts, I had
    to do a lot of very in depth by-hand edits of individual systems.
    Shockingly, the only one that really proved any trouble was Cloning
    System, so I'm genuinely surprised wizden didn't substantially touch any
    of these codes since removing parts..
    
    # Changelog
    
    :cl:
    - add: Part Upgrading has returned!
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Sep 21, 2024
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  3. [Port] Uplink Discounts From White Dream (Simple-Station#930)

    # Description
    
    This is a port of
    WWhiteDreamProject/wwdpublic#11 from White
    Dream. This feature selects random items in the traitor uplink each
    round to be discounted and moved to the Discount tab, which are the same
    for every traitor. This in theory helps encourage players to be
    spontaneous, and use items that they otherwise might not normally
    consider using, which helps mix things up from round to round.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    > # Описание PR
    > Порт скидок в аплинке.
    > 
    > # Изменения
    > 🆑 Spatison
    > 
    > * add: Added discounts in uplink / Добавлены скидки в аплинк
    
    </p>
    </details>
    
    # Changelog
    
    :cl: Spatison
    add: Added discounts in uplink / Добавлены скидки в аплинк
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored Sep 21, 2024
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  6. Psionic "Heal Other" Powers (Simple-Station#942)

    # Description
    
    This PR introduces two new Psionic Powers, Healing Word, and Breath of
    Life, both utilizing a new PsionicHealOtherSystem, which operates on
    datafield event arguments rather than a "hardcoded" component. Thus, any
    number of powers can be created which share this system.
    
    Healing Word is a power that features a short cast time, and heals a
    small amount of each damage type to a target(while reducing the target's
    rot timer slightly). It has a relatively short cooldown, and a low
    glimmer cost.
    
    Breath of Life by contrast, is an extremely rare power with a longer
    cast time, healing a much larger amount of each damage type to a target,
    reduces rot significantly, and attempts to revive the target. It has a 2
    minute cooldown, and a high glimmer cost.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/ba01ccce-639f-4b03-84bb-55f96b5aeda3)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Healing Word has been added as a new Psionic Power. When cast on
    another person, it heals a small amount of every damage type(scaling
    with Casting Stats), while also reducing rot timers. Healing Word has a
    very short cooldown, and a fairly low Glimmer cost.
    - add: Breath of Life has been added as a new extremely rare Psionic
    Power. When cast on another person, it heals a large amount of
    damage(scaling with Casting Stats), while also substantially reducing
    rot timers. Additionally, it will revive the target if it is possible to
    do so. Breath of Life has an incredibly long cooldown, a long
    interuptable cast time, and an extraordinarily high glimmer cost(A
    typical Psion will spike glimmer by more than 50 points when casting
    it).
    - add: The Chaplain now starts with the Healing Word power.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Sep 21, 2024
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  8. More Objects Hit By Projectiles (Simple-Station#943)

    # Description
    
    This PR is a follow up to
    Simple-Station#939
    By increasing the number of items that are struck by bullets, or can be
    targeted by bullets. To add to the "Cinematic" experience of a gunfight,
    Bottles, Cups, and Plates of all kinds are automatically struck by
    bullets when fired over, and *probably* destroyed given that they only
    have 5 hit points. This also serves to aid in limiting the amount of
    things that can be hidden underneath when crawling under a table, since
    the station's bar counter will likely explode into a ton of glass and
    spilled booze when a gunfight gets near it.
    
    I also added Chairs to the "RequireProjectileTarget" feature, so that if
    you click on a chair, you'll shoot the chair and (probably) destroy it.
    
    # Changelog
    
    :cl:
    - add: Bottles, Drink Glasses, Plates, and all liquid containers are now
    struck by bullets(and most likely destroyed in the process). We hope
    that this will offer both a small tactical advantage/disadvantage, as
    well as contribute to making gunfights around the bar more "Cinematic".
    - add: Chairs are now hit by projectiles if a shooter clicks on them, in
    addition to Tables.
    VMSolidus authored Sep 21, 2024
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Commits on Sep 22, 2024

  1. Update Credits (Simple-Station#946)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
    github-actions[bot] and SimpleStation14 authored Sep 22, 2024
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Commits on Sep 24, 2024

  1. Fix HealingWord & Revivify Bugs (Simple-Station#949)

    # Description
    
    Playtesting uncovered a few bugs with the HealOtherSystem, these are
    luckily pretty simple to fix. I also made a few of the functions in this
    system nullable as a performance optimization.
    
    # Changelog
    
    :cl:
    - fix: Fixed a bug where Breath of Life and Healing Word would set
    living people to crit, which would knock them down.
    - fix: Fixed a bug where Breath of Life could revive people who were
    rotten(It will still heal them and reduce the rot timer as intended, but
    will not revive unless said rot timer reduction brings them below the 10
    minute threshold).
    - add: The Do-After bar for Breath of Life and Healing Word is now
    hidden if glimmer is low enough. The threshold for which scales with
    your Dampening stat. More Dampening = stealthier casting.
    VMSolidus authored Sep 24, 2024
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  2. More Quick Construction Recipes And Upgrades (Simple-Station#945)

    # Description
    
    This PR adds a few new recipes to Quick Construction (accessed by
    pressing Z on commonly used construction materials/items, such as rods,
    glass, steel, plasma, etc etc). Along with simple nesting for grouping
    items up under categories, akin to how the RCD works. Which allows
    engineers to massively speed up pipe laying work, disposal rebuilding,
    setting up the supermatter, etc etc.
    
    First time doing UI code, apologies for the shitcode in advance :godo:
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/9d540d7f-7e4f-4a43-874d-5ea069011a37
    
    </p>
    </details>
    
    ---
    
    # Considerations
    
    Is this powergamey? Probably. Is it fucking awesome? Hell yeah. Some
    servers might question the fact that everyone can build stuff this fast
    now that they dont have to deal too much with the construction menu for
    the most common things... And might want to lock it behind traits or
    given as a job freebie, like CPR for doctors.
    
    Other servers might appreciate it if they are looking for more action to
    happen over the round, and giving everyone the ability to deal with
    breaches and repairs quicker is probably a step into that direction.
    I'll be observing for feedback and adjust accordingly.
    
    It also shouldn't invalidate any eventual RPDs, or other devices of the
    kind since this is just a shortcut for construction, you still require
    materials and a doafter for most of them.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - add: Added a lot of recipes to the quick construction menus. Give it a
    shot by pressing Z with different construction materials in your hand!
    
    ---------
    
    Signed-off-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    gluesniffler and VMSolidus authored Sep 24, 2024
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Commits on Sep 25, 2024

  1. IPCs Don't Weigh 5kg (Simple-Station#959)

    # Description
    
    The people who made IPC apparently never setup a fixture for them, so
    they were using the BaseMob default fixture, which provides a mass of
    5kg. I've swapped it out for a standard human fixture for the time
    being.
    
    # Changelog
    
    :cl:
    - fix: IPC now weigh 71kg by default instead of 5kg. Seriously who the
    fuck made the BeepBoops out of feathers!?!
    VMSolidus authored Sep 25, 2024
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Commits on Sep 26, 2024

  1. Enemies and Allies Content Port (Simple-Station#956)

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    # Description
    
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    This is a batch of changes I made for Floof station being ported over to
    the upstream branch
    
    
    ---
    
    # Changelog
    
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    :cl:
    - add: Added new neutral xenos, events, and reagent slimes
    
    ---------
    
    Signed-off-by: fenndragon <fenndragon@gmail.com>
    Signed-off-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
    Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    Co-authored-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
    3 people authored Sep 26, 2024
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  3. Remove InteractionPopup From IPCs (Simple-Station#961)

    # Description
    Grrrr, I may have forgotten to remove it as a part of Simple-Station#733.
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Mnemotechnician authored Sep 26, 2024
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Commits on Sep 28, 2024

  1. Backpack Loadout Category (Simple-Station#957)

    # Description
    
    Simple-Station#794 apparently
    silently deprecated the Backpack Preferences button. Selecting a
    backpack preference no longer actually does anything, and instead your
    backpack comes from your Loadout. This would have been fine if we were
    warned about this, but because nobody merged upstream for 2 weeks after
    the release of PR794, this issue went unreported.
    
    Well now the solution is going to require adding every backpack in the
    entire game to a new Backpacks tab. I've started this PR, but because
    it's really late and I have Calculus classes in the morning, I won't be
    able to finish it tonight. So I'm enlisting the help of a few other
    people I know to PR to this PR to help get the backpacks in.
    
    After we have backpacks in the loadout tab, and after Wizmerge, I'll
    probably do a separate PR to actually remove the now useless Backpack
    selection button.
    
    This is probably for the better long term. Since this technically means
    Backpack slots are no longer hardcoded to "Backpack/Duffelbag/Satchel",
    and now the back slot is freeeeee to be used for anything.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/7081660f-68f0-471e-99eb-67f026b7e122)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Backpacks, Duffelbags, and Satchels have been added to loadouts.
    - remove: The button for "Backpack Preference" has been removed.
    Backpacks selection is now done via Loadouts.
    - remove: The button for "Suit/Skirt Preference" has also been removed.
    Suit selection is done via Loadouts.
    VMSolidus authored Sep 28, 2024
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  3. Fix IPC Reboot Button (Simple-Station#963)

    # Description
    
    This fixes a bug with IPCs where the button to reboot them wasn't
    appearing.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/6cd8e896-916d-4021-9095-1bdf90c80715)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - fix: Fixed a bug where the button to reboot IPCs wasn't appearing.
    VMSolidus authored Sep 28, 2024
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  5. Fix HealthContest Crash (Simple-Station#954)

    # Description
    
    Apparently _mobThreshold.TryGetThresholdForState() fucking crashes if
    you hand it a mob that doesn't have a MobStateComponent, even though it
    optionally accepts no MobStateComponent at all as one of its inputs.
    Easy solution for this is to just pre-emptively TryComp for the
    MobStateComponent and then pass it in explicitly, but I also hate this
    because TryGetThresholdForState shouldn't be crashing if you hand it a
    mob without a MobStateComponent... I hate Resolve() so much for this
    behavior.
    
    # Changelog
    
    :cl:
    - fix: Fix a crash related to Luminous Entities.
    VMSolidus authored Sep 28, 2024
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  7. Fix Moodlet Popup Spam (Simple-Station#948)

    # Description
    
    This fixes a bug whereby smoking a cigarette spams your screen with the
    funny "I feel as if I have been standing my entire life and I just sat
    down" message. Now moodlet popups only play once when the moodlet is
    obtained, rather than being constantly spammed. I have tested this
    ingame to verify that it works correctly.
    
    # Changelog
    
    :cl:
    - fix: Smoking cigarettes or drinking loto oil will no longer spam
    moodlet popup messages.
    VMSolidus authored Sep 28, 2024
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  9. Update Noospheric Events' Glimmer Ranges (Simple-Station#969)

    # Description
    Webedit ops.
    
    The changes to those events were balanced around the fact that all
    english downstreams had the glimmer changes early-merged, and were not
    reverted after the said glimmer changes were dropped.
    
    Now:
    - PsionicCatGotYourTongue occurs above 400 glimmer
    - FreeProber occurs above 300
    - GlimmerRevenantSpawn occurs above 450 and burns a substantial amount
    of glimmer, giving epistemics a chance to recover
    - GlimmerMiteSpawn occurs above 250
    - GlimmerRandomSentience occurs above 250
    
    Not sure about NoosphericFry. I'm pretty sure probers no longer shoot
    lightnings, but I'm still opting in to keep it as it is, above 550
    glimmer.
    
    # Changelog
    :cl:
    - tweak: Noospheric events should once again occur on lower glimmer
    levels.
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Mnemotechnician authored Sep 28, 2024
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  10. Pulling Minor Fixes (Simple-Station#966)

    # Description
    - Fixes BeingActivelyPushed not resetting when pulling stops, resulting
    in entities who broke out of pulling being able to fall into trashcans
    and whatnot.
    - Makes it so that the puller does not receive impulse while pushing
    under gravity (as it turns out, it is, in fact, annoying when you are
    small)
    - Increases the default continuous push duration to 5 seconds to make
    pushing heavy objects easier.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - tweak: Pushing something no longer causes your character to move, but
    only if there is gravity holding you down.
    - tweak: Pushing an object with Ctrl-RMB now pushes it continuously for
    up to 5 seconds instead of 2.
    Mnemotechnician authored Sep 28, 2024
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  13. Kemonomimi Markings For Humans (Simple-Station#964)

    # Description
    
    Drunk Solidus.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/b4ff8d3b-593e-4fc6-afb5-bd01f77da18b)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Humans can now have tail and ear markings.
    VMSolidus authored Sep 28, 2024
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  15. Harpy Language! (Simple-Station#968)

    # Description
    
    This PR adds a new Language specific to the Harpy species, which is
    composed of syllable charts taken from Polish, Serbian, Greek, and
    Turkish. It uses Cambria as its font, which is modestly different from
    the standard font, but still reasonably readable. This also adds a
    Language menu trait that allows people to buy the language with a trait
    point.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/929a5110-2339-4410-a97d-9f1bcf537e7b)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Harpies now have their own species-specific language, called
    Valyrian Standard
    - add: Valyrian Standard can now be bought as an extra language in the
    Traits menu.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Sep 28, 2024
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Commits on Sep 29, 2024

  1. Heal Other Bugfix 2 (Simple-Station#970)

    # Description
    
    This fixes a bug with HealOtherPowerSystem where if the performer was
    forcibly moved during the cast, they would permanently become unable to
    cast it.
    
    # Changelog
    
    :cl:
    - fix: Fixed a bug with Healing Word and Breath of Life where if the
    caster was moved by another person mid-cast, they would permanently
    become unable to cast it again.
    VMSolidus authored Sep 29, 2024
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  2. 1984 Psionics Guide (Simple-Station#972)

    # Description
    
    The Psionics Guidebook is straight up outdated, wrong about a metric
    shitton of things, and I actually have zero intention of updating it to
    have correct information, because Psionics is completely intended to be
    a "Find Out In Game" kind of thing. I'm actually pissed off by how much
    the guide misleads people, and getting nonstop questions about why
    Psionics doesn't work the way the guidebook says it works. So this PR
    removes the Psionics guidebook entry outright. You're welcome.
    
    **FIND OUT IN GAME. PSIONICS IS ENTIRELY INTENDED TO BE VAGUE. YOU ARE
    NOT SUPPOSED TO GET STRAIGHT ANSWERS FROM ANYTHING. YES THE POPUP TEXT
    IS VAGUE. I'M NOT GOING TO HOLD YOUR HAND. FIGURE OUT WHAT THINGS MEAN
    BY CONTEXT CLUES, OR JUST GUESS. YOUR BEST GUESS IS BETTER THAN ASKING
    IN AHELP ABOUT EVERYTHING.**
    
    # Changelog
    
    :cl:
    - remove: Removed the Psionics Guidebook. It was straight up wrong about
    most things, and is not ever going to be updated to match new Psionics
    Content. You are fully intended to "FIND OUT IN GAME" how things work
    through guessing, trial and error, and just pure happenstance.
    Experiment with shit. The popups are intentionally vague. You're
    supposed to think about what they mean. Stop asking admins in Ahelps
    what the vague text means.
    VMSolidus authored Sep 29, 2024
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  5. Fixed Cyberlimbs and Named Color Categories (Simple-Station#974)

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    Fixed cyberlimbs in loadout categories and added names for color
    sections for all IPC limb markings.
    
    
    Fixed the issue of some cyberlimb markings being in the wrong category
    (such as right foot being in the right hand section), and added names to
    each color section so it will show up as "Primary Hand color," etc.
    
    
    ---
    
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    <p>
    
    
    ![image](https://github.com/user-attachments/assets/ebd71c4c-e913-485a-a2d4-62de90a8ec86)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - fix: Fixed markings having incomplete names for color sections
    - fix: Fixed IPC marking categories
    Aikakakah authored Sep 29, 2024
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  7. Nerf Reagent Slimes (Simple-Station#977)

    # Description
    
    This PR Nerfs the fuck out of Reagent Slimes, because apparently Reagent
    Slime Vents was a "Round Ending Event".
    
    # Changelog
    
    :cl:
    - fix: Nerfed the fuck out of Reagent Slimes. They have 1/3rd as much
    HP, spawn half as many during reagent slime vents, deal significantly
    less damage, and inject a lot less chems when biting people.
    VMSolidus authored Sep 29, 2024
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Commits on Sep 30, 2024

  1. Interaction Verb Minor Fixes (Simple-Station#965)

    # Description
    - Updates the standing state requirement and the change standing state
    action to use the new laying down system (CurrentState instead of the
    old boolean Standing).
    - Makes it so that you cannot use any interaction verbs on entities you
    cannot interact with (fixes it being possible to look at entities while
    being in crit)
    - Changes the interaction popup clipping algorithm to include a
    predicate that ignores any entity that does not occlude light (fixes
    mobs, welding tanks, and some other non-opaque things preventing you
    from seeing interaction popups)
    - Makes it so that the verb requirements are checked one additional time
    before the verb is interaction is actually executed. (this e.g. prevents
    the MakeSleepOther from working if the target stands up during the
    do-after)
    
    # Changelog
    :cl:
    - fix: Fixed multiple minor issues with interaction verbs. Most
    importantly, interaction popups will now always be shown correctly.
    Mnemotechnician authored Sep 30, 2024
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  3. Update LobbyGui.xaml (Simple-Station#962)

    If possible need to fix loadout to work normally
    WWhiteDreamProject/wwdpublic#64
    
    🆑 Spatison
    - fix: The size of the Lobby cannot be changed now / Размер лобби теперь
    нельзя изменить
    
    ---------
    
    Signed-off-by: Evgencheg <73418250+Evgencheg@users.noreply.github.com>
    Evgencheg authored Sep 30, 2024
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  5. Shadeskip Power (Simple-Station#987)

    # Description
    
    This PR adds the first of the "Anomalist" powers, that of Shadeskip.
    Upon activation, Shadeskip summons a small amount of living shadows
    around the caster, functioning almost exactly like a Shadow Anomaly,
    only smaller.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    A very early rendition of Shadeskip:
    
    
    https://github.com/user-attachments/assets/2425aca8-4d09-48a2-80f5-572b3aa864b1
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Added Shadeskip as a new psionic power.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Sep 30, 2024
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  7. Psionic Mood System Interactions (Simple-Station#988)

    # Description
    
    This PR implements an initial first foray into adding MoodSystem
    interactions with Psionics. To put it simply. High mood raises
    Amplification and lowers Dampening. Low mood lowers Amplification and
    raises Dampening.
    
    Sanguine and Saturnine are basically psionic-related traits now. If
    you're willing to tolerate Saturnine's other debuffs, it will now by
    extension start making psionic abilities much safer to cast.
    
    # Changelog
    
    :cl:
    - add: Mood System now has some interactions with Psionics.
    VMSolidus authored Sep 30, 2024
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  8. More Psionic Traits (Simple-Station#983)

    # Description
    
    This PR adds 7 new Psionic-related Traits. All of these traits require
    that a character either be a Latent Psychic, or be one of the
    roundstart-Psionic roles.
    
    # TODO
    
    - [x] Finish the descriptions by making them extremely vague.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/6c9cc7e5-8420-4645-97a2-e15618aed764)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: 7 new Psionic-related Traits have been added to the game: High
    Psi-Potential, Low Psi-Potential, Power Overwhelming, kα Abundance, kα
    Deficiency, kδ Proficient, and kδ Defect
    - add: Oni now have a built-in negative trait that acts as a more severe
    version of Low Psi-Potential. Oni now have significant penalties to
    generating new Psionic Powers.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    VMSolidus authored Sep 30, 2024
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  11. Better Narcolepsy (Simple-Station#967)

    # Description
    This reworks the narcolepsy system:
    - Before you actually fall asleep, you have a chance to see a warning
    popup and prepare for the nap.
    - If you go to sleep normally, and spend more time sleeping than the
    minimum time of a narcolepsy incident (10 seconds normally), your
    narcolepsy timer will reset, allowing you to make sure you won't fall
    asleep mid important work.
    - Your narcolepsy timer no longer decreases while you are sleeping.
    - However, if you do fall asleep for any reason while being close to a
    natural narcolepsy incident (close enough for a warning to be shown - 25
    seconds by default), a narcolepsy incident will happen immediately.
    - When you wake up after sleeping enough to reset the narcolepsy timer,
    a popup is shown.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/600bb287-1919-4f55-9672-313b55189aaa
    
    
    ![image](https://github.com/user-attachments/assets/759b93f9-b1fc-4c4e-951c-a549e7019be7)
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Narcolepsy has been reworked. You can now know when you're about
    to fall asleep, and can choose to go to sleep willingly to reset the
    narcolepsy timer and avoid an incident.
    Mnemotechnician authored Sep 30, 2024
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Commits on Oct 1, 2024

  1. Space Dragon Gib/Butchering Fixes (Simple-Station#992)

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    # Description
    
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    This PR fixes the issue where any corpses devoured by a space dragon
    dissapear upon the Dragon being gibbed or butchered.
    
    Cherry-picked from Wizden #28709
    
    ---
    
    # TODO
    
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    n/a
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl: zelezniciar
    - fix: Space dragons that get butchered or gibbed will now drop devoured
    corpses.
    
    Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
    Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
    3 people authored Oct 1, 2024
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  3. Undo Accidental Revert Of Rampant Brand Intelligence (Simple-Station#947

    )
    
    # Description
    
    Rampant Brand Intelligence was apparently accidentally reverted by
    Simple-Station#794 , and I
    didn't realize it until the MobMimic Heisentest mysteriously returned. I
    apologize that it took me so long to realize that meant we were missing
    an entire event.
    
    This is all still shitcode, so at *some point* I'm still probably going
    to revisit this whenever I get around to it.
    
    # Changelog
    
    :cl:
    - fix: Rampant Brand Intelligence has been unreverted. It was reverted
    by complete accident a few weeks ago. I apologize to anyone who missed
    the thrill of killing murderous vending machines.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    Co-authored-by: Remuchi <72476615+Remuchi@users.noreply.github.com>
    3 people authored Oct 1, 2024
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  5. Fix Markings Menu (Simple-Station#997)

    # Description
    
    This PR adds a vertical scroll bar to the Markings tab, which fixes an
    issue where markings with > 2 color selections could not be used.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/fe4ea61a-ced2-4d6d-bc8c-92e752a77d98)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - fix: Fixed the Markings menu by adding a scroll container to it.
    Markings with greater than 2 color selections can now be used.
    VMSolidus authored Oct 1, 2024
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Commits on Oct 2, 2024

  1. Uncomment Immovable Rod (Simple-Station#973)

    # Description
    
    Part of the important gameplay loop for engineering is that they're
    supposed to be repairing the station when shit breaks it, so the
    ImmovableRod event is a key part of the game. However, it was currently
    commented out because people didn't like it gibbing characters with no
    reactability? Well news flash for people, there's a datafield for that.
    I can also directly control how much damage it deals.
    
    So in exchange for uncommenting the Immovable Rod event, I've set the
    immovable rod spawned to be a little fairer for players, while still
    being able to cause damage to the station that will require repairs(And
    also expose players to vacuum. So that it puts them in danger.
    
    # Changelog
    
    :cl:
    - add: Immovable Rod Event has returned
    - add: Immovable Rod Event has been made more fair. It won't
    automatically gib people, just crit them with a ton of blunt damage(That
    you can survive by wearing good armor), or just being an Oni funnily
    enough.
    VMSolidus authored Oct 2, 2024
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  3. Harpy Guidebook (Simple-Station#993)

    # Description
    
    This PR adds a long overdue Guidebook for Harpies. However, I am
    physically incapable of half-assing it, so it contains ALL information
    about Harpies. Where they come from, notes on biology, what traits they
    have, what their average height is, what Language do they speak, etc.
    
    Also while I was at it, I put the singing animation in the character
    creation screen. So now it's basically impossible for anyone to miss out
    on the silly fact that they can do this.
    
    
    ![image](https://github.com/user-attachments/assets/134a80e8-7d9a-4bb0-8cdc-bb49dcb2399a)
    
    
    ![image](https://github.com/user-attachments/assets/5c35c2e2-aaf3-4695-a2e1-a69e13991dc8)
    
    # Changelog
    
    :cl:
    - add: Added a full Guidebook entry for Harpies. Unlike previous species
    guidebooks, this document contains extensive lore and background
    information for Harpies, in addition to notes on their game mechanics.
    VMSolidus authored Oct 2, 2024
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  4. Fix Command Dumping To Uncategorized (Simple-Station#989)

    # Description
    
    Between me and a few other people, we have cumulatively spent numerous
    man hours combing through Loadouts trying to find why the Command
    loadouts were being dumped to Uncategorized. Finally I've had enough, so
    they're getting put back into the JobsCommand category.
    
    # Changelog
    
    :cl:
    - fix: Command Loadouts no longer appear in the Uncategorized tab.
    VMSolidus authored Oct 2, 2024
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  5. More Kemonomimi Markings (Simple-Station#981)

    # Description
    
    This PR adds many new kemonomimi-style markings, my thanks to Oniks for
    providing me with all of these.
    
    # TODO
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/9c23a6c9-3319-4081-ad9c-9c7f6e8465c2)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: 13 new Kemonomimi-Style markings. 4 Ears, and 9 new tails!
    VMSolidus authored Oct 2, 2024
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  7. Vent Spawn Fix (Simple-Station#982)

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    # Description
    
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    updated the spawn tables for events to fix some of the issues run into 
    
    Dangerous things spawn less often, helpful things spawn more. 
    
    
    ---
    
    # Changelog
    
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    :cl:
    -Tweak: Tweaked the spawnrate of certain mobs within the ventcritters
    rule.
    
    ---------
    
    Signed-off-by: fenndragon <fenndragon@gmail.com>
    Signed-off-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    Co-authored-by: SleepyScarecrow <136123749+SleepyScarecrow@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    4 people authored Oct 2, 2024
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  10. Uncomment Grapple And Tether Guns (Simple-Station#1000)

    # Description
    
    Pretty easy PR, this just uncomments Grapple & Tether Guns, such that
    players can once again obtain them from Science.
    
    # Changelog
    
    :cl:
    - add: Grapple & Tether Guns have been re-added.
    VMSolidus authored Oct 2, 2024
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  12. Fix Mail Doors (Simple-Station#986)

    # Description
    
    Fixes mail doors. I missed this door when working on the previous PR
    
    # Changelog
    
    :cl:
    - fix: Fixes door access for mail doors
    Fansana authored Oct 2, 2024
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  13. Anomalist Power System (Simple-Station#991)

    # Description
    
    This PR extends the system originally created for Shadeskip, into a
    system that allows any (currently existing) anomaly effect to be
    replicated as an Instant Action psionic power. This will be needed for
    Wizard/Rogue Psion antagonists. I'll be making a metric shitton of new
    powers using this in separate PRs.
    
    This is extremely blatantly re-using code as-is from the various Anomaly
    Systems, because it unfortunately turns out that it's simply not
    possible to build a constructor to interface between Psionics and
    Anomalies.
    
    # Changelog
    No changelog because this isn't player facing.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    VMSolidus authored Oct 2, 2024
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  15. Add LocalizedPrototype Type (Simple-Station#747)

    # Description
    
    Adds a new Type for Prototypes to inherit instead of IPrototype with
    standard localization formats and lambda shortcuts to them.
    
    ---
    DEATHB4DEFEAT authored Oct 2, 2024
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Commits on Oct 4, 2024

  1. Telekinetic Pulse Power (Simple-Station#1002)

    # Description
    
    This PR adds a new psionic power, that of Telekinetic Pulse.
    This also fixes a crash related to the Anomaly Power System.
    
    # TODO
    
    - [x] Finish localizations.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ![Example Media Embed](https://example.com/thisimageisntreal.png)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Added Telekinetic Pulse power.
    - fix: Fixed a crash related to Shadeskip
    VMSolidus authored Oct 4, 2024
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  3. Windows And Tables Resprites! (Simple-Station#958)

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    # Description
    
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    Changes Windows, Tables Sprites, and fixes the state for the airalarm.
    
    Directional windows needed to be updated as we updated the previous
    ones, tables looked ugly and needed an update, its was provided.
    
    Airalarm has its danger state set to warning, and the other inverted,
    this fixes it too.
    
    ---
    
    # TODO
    
    <!--
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    You probably won't have to complete everything before merging but it's
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    - [x] AirAlarm State Fix
    - [x] Window/Windoor Sprite
    - [x] Tables
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/aa05ca6e-5d1c-4ade-9158-78cfb7ced31d)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - tweak: Directional Windows and Tables has gotten new sprites!
    - fix: AirAlarm Inverted Alert States has been fixed!
    FoxxoTrystan authored Oct 4, 2024
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  5. Port Respawn System (Simple-Station#998)

    # Description
    
    This ports WWhiteDreamProject/wwdpublic#56
    The new Respawn System is one that allows players to return themselves
    to the lobby after a configurable delay, while also requiring that they
    respawn as a different character upon returning.
    
    # TODO
    
    - [x] Finish the usual cleanup
    
    # Changelog
    
    :cl:
    - add: Ported a Respawn System. This system allows players to return
    themselves to the lobby, while also requiring that if they re-enter the
    round, that they must do so on a different character.
    
    ---------
    
    Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
    VMSolidus and Spatison authored Oct 4, 2024
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  7. Nerf the Fuck Out of Winter Boots (Simple-Station#1004)

    # Description
    Who the fuck gave them 80% temp resistance?
    
    TODO: actually test this
    
    # Changelog
    :cl:
    - fix: Winter boots are no longer able to protect you from insane
    temperatures.
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Mnemotechnician authored Oct 4, 2024
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Commits on Oct 5, 2024

  1. Fix some Locales Seemingly Made Using Google Translate (Simple-Statio…

    …n#1006)
    
    # Description
    How did this pass code review?
    
    # Media
    <details>
    
    
    ![image](https://github.com/user-attachments/assets/1161cc1e-3f61-4b2d-95e1-ab120fd3a1e1)
    
    
    ![image](https://github.com/user-attachments/assets/3bc1c945-98db-403e-94b1-351d13574aaf)
    
    </details>
    
    # Changelog
    N/A
    
    ---------
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: stellar-novas <stellar_novas@riseup.net>
    Mnemotechnician and stellar-novas authored Oct 5, 2024
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  2. Blood Regeneration Affects Hunger/Thirst (Simple-Station#1007)

    # Description
    Makes natural blood regeneration use up some hunger and thirst, and halt
    completely when you are starving/dying of thirst.
    
    This is necessary to fix two issues:
    1. It being possible to feed off of your own blood, by repeatedly
    drawing your blood and injecting it back with a syringe. (I actually
    know a few people on floof who do that on a daily basis)
    2. Hunger and thirst having no real impact on gameplay, besides giving
    you a mildly annoying depression overlay when low.
    
    This PR also slightly refactors the blood deficiency trait so that it's
    no longer completely hardcoded in the bloodstream system.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/f8634de5-19bd-44a5-ada2-62f4504bf3d4
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Blood regeneration now uses up hunger and thirst, and comes to a
    halt when you are very hungry or thirst.
    - fix: It is no longer feasible to drink your own blood to satiate your
    own hunger.
    Mnemotechnician authored Oct 5, 2024
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  3. Unathi Lore Update (Simple-Station#1008)

    # Description
    
    This PR updates the Localizations relevant to the Reptilian species by
    significantly expanding upon them as Unathi, which is how they are
    typically referred to as in both /tg/station and Baystation12 derived
    codebases in SS13. I have added a new "Rare" language taken from Aurora,
    called Azaziba, which can only be taken by Unathi as a bonus language
    trait.
    
    Translators for this new language Azaziba are intentionally not
    obtainable ingame except as spawned by Admins. This is a "Rare"
    language, and shouldn't be accessible to players outside of Unathi
    obtaining the trait.
    
    The biggest change in this update however is a massive expansion upon
    the Unathi Guidebook entry, providing a significant volume of Lore,
    which is largely taken(with slight modifications) from
    https://wiki.aurorastation.org/index.php?title=Unathi (Which, I can do
    this since their wiki has a Creative Commons license). This is probably
    the best way to get good quality lore for them, other than by writing it
    myself.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/842d9c40-3cf3-41ab-a9fe-f0aac81c1bce)
    
    
    ![image](https://github.com/user-attachments/assets/f1ef8090-97a4-46f9-8548-9389606d4e3b)
    
    
    ![image](https://github.com/user-attachments/assets/870ab41c-fe00-45cf-8440-51cfe3f0b164)
    
    
    ![image](https://github.com/user-attachments/assets/09a8548a-cb98-4158-b0a8-e641078ecf80)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Localizations for Reptilians that acknowledge them now as Unathi.
    - add: Azaziba has been added as a new "Rare" language that can only be
    taken by Unathi. Translators between Azaziba and Tau-Ceti Basic do not
    exist, please do not make them.
    - add: SIGNIFICANTLY expanded upon the Guidebook for Unathi by including
    a large volume of lore taken from the Aurora Station Wiki.
    VMSolidus authored Oct 5, 2024
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  4. Update CloningSystem.Utility.cs (Simple-Station#1009)

    # Description
    
    Fixes a bug with CloningSystem. It now correctly spills blood upon
    cloning fail.
    
    # Changelog
    
    :cl:
    - fix: Fixed a bug with CloningSystem. It now correctly spills blood
    upon cloning fail.
    VMSolidus authored Oct 5, 2024
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  5. MoodSystem Crit Threshold CVar (Simple-Station#1010)

    # Description
    
    This PR adds a CVar that allows server hosts (such as N14 who need it)
    to optionally disable the Crit Threshold modification part of the
    MoodSystem. This is useful if a server has some other system that
    frequently messes with Thresholds, and that a server host wishes their
    system to not have to fight with Mood for it.
    
    # Changelog
    
    No changelog because this isn't playerfacing.
    VMSolidus authored Oct 5, 2024
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Commits on Oct 7, 2024

  1. Draw Depth Fixes For Downed Entities (Simple-Station#1017)

    # Description
    
    Fixed some logic issues on downed entities, as beds and being carried
    would change their draw depth to a SmallMobs without setting it back
    appropriately.
    
    ---
    
    # Changelog
    
    :cl: Mocho
    - fix: Fixed downed entities having their draw depth set incorrectly
    after being picked up, or laying on a bed.
    gluesniffler authored Oct 7, 2024
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  2. Respawn System CVar (Simple-Station#1015)

    # Description
    
    This PR adds a CVar to the Respawn System that optionally allows players
    to respawn as the same character.
    
    # Changelog
    
    This isn't player facing, so none.
    VMSolidus authored Oct 7, 2024
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  3. More Drug Moodlets (Simple-Station#1014)

    # Description
    
    This PR adds two more drug related moodlets, neither of which are
    addictions. This would be Space Drugs and Ethanol.
    
    # Changelog
    
    :cl:
    - add: Added positive moodlets for drinking Space Drugs and Alcohol.
    VMSolidus authored Oct 7, 2024
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  4. Nerf Lotophagoi Oil Addiction (Simple-Station#1013)

    # Description
    
    This PR nerfs the Lotophagoi Oil addiction so that the bonus only lasts
    10 minutes, and the withdrawl only 10 minutes as well.
    
    # Changelog
    
    :cl:
    - tweak: Nerfed Lotophagoi Moodlets so that both the positive and
    negative moodlets only last for 10 minutes. The total mood modification
    has been left untouched.
    VMSolidus authored Oct 7, 2024
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  6. Nerf Shadeskip (Simple-Station#1012)

    # Description
    
    This PR removes the Supercrit mechanic from the standard Shadeskip. The
    Supercrit version will return as a WIZARD POWER.
    
    # Changelog
    
    :cl:
    - add: Shadeskip no longer creates Stationwide Shadow Kudzu when casting
    at high glimmer.
    VMSolidus authored Oct 7, 2024
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Commits on Oct 9, 2024

  1. Replace Shittle With Pathfinder (Simple-Station#1027)

    # Description
    
    Part 3 of my evil plan to make salvage not suck: Give them a fancy
    goody, but with a twist. This PR adds the Pathfinder Expedition Vessel
    from Frontier, which replaces the Shittle as the default salvage shuttle
    to spawn on each map. I have my own funky reasoning for this. The
    primary one being, "The Pathfinder is powered by an AME. This means
    salvage are REQUIRED to periodically return to the station to get fuel.
    It is impossible for them to refuel themselves away from the station."
    
    It also, notably, spawns with an Expedition Console. More on that in a
    follow-up PR where I rework expeditions to work "More like Frontier".
    
    # TODO
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/f516ffdc-585b-4e00-83b3-f1fd78b3ffd1)
    
    
    ![image](https://github.com/user-attachments/assets/8c6bffcb-f6a7-4963-93a8-8f6d90957eb8)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: The Salvage Shittle has been replaced with the Pathfinder
    Expedition Vessel from Frontier.
    VMSolidus authored Oct 9, 2024
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  3. Re-Add Crusher Weapons (Simple-Station#1026)

    # Description
    
    I apparently accidentally removed the Crusher weapons from their
    spawner. This PR corrects that. Additionally in case this ever happens
    again, I've also decided to add the Crusher Dagger as a loadout option
    for salvage techs.
    
    # Changelog
    
    :cl:
    - add: Salvage techs can now buy a Crusher Dagger in their loadout.
    - fix: Re-Added the Crusher weapons to salvage spawners.
    VMSolidus authored Oct 9, 2024
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  5. Port Gax From Estação Pirata (Simple-Station#1019)

    <!--
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    # Description
    
    <!--
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    This PR ports the "Gax" map directly from Estação Pirata, making some
    changes and corrections.
    This PR ports rbertoche/space-station-14#80
    Gax is a recreated ss13 map, originally from YogStation (SS13)
    
    ---
    
    # TODO
    
    <!--
    A list of everything you have to do before this PR is "complete"
    You probably won't have to complete everything before merging but it's
    good to leave future references
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    ---
    
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    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![Gax-0](https://github.com/user-attachments/assets/88e4daa5-0de1-4a68-b6ae-d957056a1b29)
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    in the changelog (ex: `:cl: Death`)
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    :cl:
    - add: A new map called NCS Gax has been added to rotation.
    
    ---------
    
    Signed-off-by: Ichaie <167008606+Ichaie@users.noreply.github.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    3 people authored Oct 9, 2024
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  7. Security Loadouts Expansion 2 (Simple-Station#1025)

    # Description
    
    This PR *significantly* expands upon Loadouts available to the entire
    Security Department. First to note, is that all security roles no longer
    automatically spawn with a weapon, instead every security role has a
    single selection choice from the new Security Duty Weapon group, with
    many of the options being free or very little points. But it also now
    features significantly more options available. Players can freely choose
    whether they want their duty weapon loaded with Lethal vs. Nonlethal,
    with a modest restriction that Lethals require some Security playtime
    for Shitter Protection. The basic choices are either a Disabler, a Mk58,
    or an Inspector revolver, but players can spend loadout points to "Trade
    up" for a fancier gun.
    
    Security equipment now also includes selections of magazines for one's
    own Duty Weapon(The first magazine is free!), while a spare magazine can
    also be bought with some loadout points.
    
    I didn't forget Oni either, and I know they suck with guns. So Oni have
    an option of taking a Truncheon as their Duty Weapon.
    
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    New Duty Weapon selections
    
    ![image](https://github.com/user-attachments/assets/35d8454c-b8a3-4136-97f4-f32facdba5bf)
    
    More Equipment selections!
    
    ![image](https://github.com/user-attachments/assets/98afbe8f-b5b8-401c-9b46-8921adadd26a)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - tweak: Almost all security loadout gear is now free.
    - remove: All Security roles no longer spawn with a pistol by default.
    This has been moved to Loadouts.
    - add: Security characters can now choose from a selection of different
    firearms to use as their Duty Weapon. Disablers, Mk58, and Inspector
    revolvers are free, fancier weapons such as an N1984 can be bought with
    loadout points.
    - add: Oni can opt to take a Truncheon in lieu of a handgun.
    - add: Security characters can now take handgun magazines and spare
    magazines in their loadouts.
    - add: Security Backpacks to loadouts.
    - fix: Fixed issues with the security belt options(webbing, belt,
    holster) not correctly replacing the original item, and also not
    containing items either.
    VMSolidus authored Oct 9, 2024
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  8. Fix Librarian Access (Simple-Station#1023)

    # Description
    
    Small fix for the Curadrobe not being accessible by the
    Librarian/Cataloguer.
    
    # Changelog
    
    :cl:
    - fix: Librarian/Cataloguer now correctly has access to his own clothing
    vendor.
    VMSolidus authored Oct 9, 2024
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  9. Psionic Potential Trait Fixes (Simple-Station#1022)

    # Description
    
    The two Psi-Potential traits are mutually exclusive(Due to adding the
    same component), but I forgot to add a condition that prevents you from
    taking both.
    
    # Changelog
    
    :cl:
    - fix: Fixed High & Low Psi-Potential traits lacking a requirement that
    you don't have the opposite trait. The two were mutually exclusive, so
    taking both caused issues.
    VMSolidus authored Oct 9, 2024
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  12. Update Languages.ftl (Simple-Station#1020)

    # Description
    
    Just a small fix for Unathi language localizations.
    
    # Changelog
    
    :cl:
    - fix: Fixed localizations for the Sinta'Azaziba language.
    VMSolidus authored Oct 9, 2024
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  14. Random Bark Revamp (Simple-Station#1003)

    # Description
    This improves the random barks by:
    - Fully moving the random barks to localization files, with the ability
    to re-use existing types
    - Adding many new (english) random bark types
    - Making the random bark system add a random punctuation mark at the end
    of a random bark
    - Adjusting some existing random bark configs
    
    This also reparents MobSecurityDog to MobCorgi and MobArcticFox to
    MobFox because for some reason delta-v decided to copy the original mobs
    instead of using inheritance??? Either way, laika and siobhan will now
    also have random barks, can be carried, etc.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/2f429d8d-fa3a-4ac1-8f04-0eefa2541de3)
    
    ![image](https://github.com/user-attachments/assets/84a2bf32-07a5-4b7b-9afc-d077333ee620)
    
    ![image](https://github.com/user-attachments/assets/b4b099c3-4c59-444b-b2f8-f13d11d93f30)
    
    ![image](https://github.com/user-attachments/assets/f9d8de0d-06ff-4f9a-8358-e5dd38e9571d)
    
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Animals now have more unique things to say when not controlled by
    a player.
    
    ---------
    
    Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    Mnemotechnician and FoxxoTrystan authored Oct 9, 2024
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  15. Language Refactor 3 (Simple-Station#937)

    # Description
    This significantly improves the quality of the language system by fixing
    the mistakes I've made almost a year ago while developing it.
    
    Mainly, this throws away the old half-broken way of networking in favor
    of the component state system provided by RT. Language speaker comp is
    now shared with SendOnlyToOwner = true, and its state is handled
    manually.
    
    In addition to that, this brings the following changes:
    - UniversalLanguageSpeaker and LanguageKnowledge are now server-side
    - DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so
    that future systems can be built in shared, if needed)
    - Everything now uses the ProtoId<LanguagePrototype> type instead of raw
    strings (god, I hated those so much)
    - The server-side language system now accepts Entity<T?> arguments
    instead of EntityUid + T
    - UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent
    and gets an Enabled field, which allows to turn it off. This may have
    some use in the future.
    - Some minor cleanup
    
    <!--
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    ![Example Media Embed](https://example.com/thisimageisntreal.png)
    
    </p>
    </details>
    
    -->
    
    # Changelog
    No cl
    
    ---------
    
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    Mnemotechnician and VMSolidus authored Oct 9, 2024
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  17. Station Only Glimmer Mites (Simple-Station#976)

    # Description
    
    This PR makes it so that Glimmer Mites can only spawn on "The Main
    Station", as defined by GetSpawnableStations. Yes this is seemingly
    pretty hardcodey, but because on our codebase it's simply not possible
    for GetSpawnableStations to ever return anything other than a list with
    an index of 0, we can extremely reliably count on
    GetSpawnableStations()[0] to be "THE Station".
    
    This fixes an issue whereby Glimmer Mites can spawn in places where it
    is simply not possible for players to reach them. Such as random
    asteroids in space, CENTCOMM, Nukie World, or the Syndicate Listening
    Outpost.
    
    # Changelog
    
    :cl:
    - fix: Glimmer Mites can no longer spawn anywhere other than "THE"
    Station.
    VMSolidus authored Oct 9, 2024
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  18. Custom Specie Name (Simple-Station#994)

    <!--
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    # Description
    
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    Add a Custom Specie Name for servers that wishes to allow players to
    have custom names.
    This simply add some variables to the Profile/Humanoid, meaning copying
    the profile will keep the custom names.
    
    By default its is disabled, for servers owners wishing to enable those
    please edit the Specie Prototype and add:
    ```
    customName: true
    ```
    
    Enabling it will make it able for players to edit the specie name of the
    selected specie, and will have the window enabled.
    
    This is my first time fucking with Profile and Database, i fucking hate
    it.
    
    ---
    
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    <p>
    
    
    ![image](https://github.com/user-attachments/assets/a6226fef-c015-45be-add9-ff8e3660d4bb)
    
    ![image](https://github.com/user-attachments/assets/cf440f13-5882-44fb-863a-4ba7d8dd1f68)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - add: Custom Species Names.
    
    ---------
    
    Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    3 people authored Oct 9, 2024
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  21. Cargo Hardsuit Market (Simple-Station#1024)

    # Description
    
    This PR adds several hardsuits to a new "hardsuits" category for the
    cargo menu. This is part of an ongoing effort to provide reworks to
    Salvage gameplay. This should pair quite well with merging Frontier's
    changes to Salvage Expeditions, as well as a variety of other changes
    I've been talking about. My theory is that if Expeditions are changed to
    provide money rewards deposited directly to the station's account, then
    Salvage can benefit the station by A: Providing station funds whether
    they want to or not. And B: Be encouraged to do so because by getting
    cargo a shitload of money, they will be able to directly buy the
    equipment needed to go on higher tier expeditions. And to do this
    without needing to gamble on wrecks for 2 hours straight, desperately
    hoping you get the specific wreck that contains that security hardsuit.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/287aab37-e16a-4f59-8f8a-a1941aa2e908)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Logistics can now directly order a variety of hardsuits. "NT
    In-Network" hardsuits being substantially cheaper thanks to backroom
    deals.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Oct 9, 2024
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Commits on Oct 10, 2024

  1. Resprites Service Uniforms & Adds Rolled Sleeve Variants (Simple-Stat…

    …ion#1021)
    
    # Description
    
    This PR resprites the service uniforms with the Aurora variants, as well
    as doing minor yaml cleanup for the base_clothinguniforms.yml
    
    Aurora has 2-3 variants for service staff; based on which company
    they're associated with. So far I've just picked the Nanotrasen variant,
    because SS14 uses Nanotrasen.
    
    My question is:
    A) Should I port the extra uniforms and stick them in loadouts, for
    variety & drip?
    i) Should I keep the company names on these uniforms if I port them, or
    should I keep it
         Nanotrasen?
    
    This PR also removes in-hand variants; they're not supported in aurora
    and it's not critical game info to see someone carrying a shirt & pants.
    
    This PR similarly removes the animal variants; the Vox PR should have
    displacement maps to support it.
    
    ---
    
    # TODO
    
    - [X] Bartender Jumpsuit
    - [X] Bartender Vest
    - [X] Bartender Hat
    
    - [X] Janitor Jumpsuit
    - [X] Chef Jumpsuit
    - [X] Chef Freezer Jacket
    - [X] Chef Hat
    
    - [X] Botanist Uniform
    - [x] Librarian Uniform 
    ^ Librarian Jumpsuit has been added with four extra variants, some
    corporations who do not employ Librarians still have jumpsuit sprites.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ## Nanotrasen Bartender
    
    
    ![image](https://github.com/user-attachments/assets/f92b9dd2-43ee-4b90-9178-688041b1a47a)
    
    ![image](https://github.com/user-attachments/assets/1b363bb6-6243-4c36-b932-ac2068231502)
    
    ![image](https://github.com/user-attachments/assets/05fab0ba-f214-4e94-9767-b4b5bb150aca)
    
    ![image](https://github.com/user-attachments/assets/ed7941c5-630a-48a0-8825-4df3b1cd3585)
    
    ## Nanotrasen Chef
    
    
    ![image](https://github.com/user-attachments/assets/2df1dcfe-3999-499b-a6b5-8005b65ea1d0)
    
    ![image](https://github.com/user-attachments/assets/ecaa5b05-ac62-4c77-8420-8055637777e7)
    
    ![image](https://github.com/user-attachments/assets/bfb1864b-3dfc-4f9b-b6c1-be8b95bb80f6)
    
    ![image](https://github.com/user-attachments/assets/76c44aca-1014-4371-92c6-b3a0498c8b2d)
    
    ## Nanotrasen Botanist
    
    
    ![image](https://github.com/user-attachments/assets/f2569669-b862-4bfa-b9ad-4a44e4393eb2)
    
    ![image](https://github.com/user-attachments/assets/f3d56d27-11a9-4990-85f6-de53aa78ee31)
    
    ![image](https://github.com/user-attachments/assets/9018e2ee-6025-4a4d-ab85-f431423779aa)
    
    ![image](https://github.com/user-attachments/assets/8e0761ac-790f-4323-a34a-d51b7dcb6523)
    
    ## Nanotrasen Janitor
    
    
    ![image](https://github.com/user-attachments/assets/26bdae8d-dd5a-4653-9288-f4d0e22fbe2c)
    
    ![image](https://github.com/user-attachments/assets/6c5aee12-b4ed-4bdb-ab9c-dc7249724458)
    
    ![image](https://github.com/user-attachments/assets/da42d89c-e5ce-4f43-8a80-f9f09e68c4fc)
    
    ![image](https://github.com/user-attachments/assets/dc0bb874-2ed7-4c22-aa56-6e4adead87ac)
    
    ## Nanotrasen Librarian
    
    
    ![image](https://github.com/user-attachments/assets/a3c17db1-bfec-466a-9380-33a33cbfec57)
    
    ![image](https://github.com/user-attachments/assets/98687682-d743-41dd-9f27-4cd972ecc57f)
    
    ![image](https://github.com/user-attachments/assets/2fdb771d-8b77-421d-9d98-8b1e83b3cdb2)
    
    ![image](https://github.com/user-attachments/assets/3465c21e-7da5-4b80-9ed9-3ffbbb008f3b)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl: DangerRevolution
    - add: Resprited basic Service Staff uniforms
    - add: Add rolled sleeve variants for Service Staff uniforms.
    DangerRevolution authored Oct 10, 2024
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Commits on Oct 11, 2024

  1. Head of Security Equipment (Simple-Station#1031)

    # Description
    
    This PR adds a new "Head of Security's Antique Weapon Collection" item
    group to loadouts, which fully replaces the weapons that were originally
    map-specific entries for the Head of Security. Instead of whatever map
    giving the HoS a unique weapon in his office(And thus, overloading him
    with entirely too many guns), all of these weapons(And a few new ones)
    have been placed in their own special loadout category for the HoS. The
    HoS is entitled to a single free pick from any of these weapons.
    
    Now here's the fun tradeoff. All of them are steal objectives. Since it
    turns out the game will never give a steal objective to a traitor for an
    item that doesn't exist, I can actually make steal objectives for items
    obtainable only via Loadouts. Thus, all of the special weapons that the
    HoS can spawn with can be targeted by traitors.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/f2a594aa-0aae-44b0-be5d-5bd926b43993)
    
    
    ![image](https://github.com/user-attachments/assets/71c77c17-4560-4e71-b078-26bd986de103)
    
    
    ![image](https://github.com/user-attachments/assets/191dd5a6-71ee-43db-bac3-35e7a64c6087)
    
    
    ![image](https://github.com/user-attachments/assets/2551aa8b-9f65-4335-9eb9-05fd5214fa28)
    
    
    ![image](https://github.com/user-attachments/assets/37f788bf-9313-4dda-81d8-ca3a06b3fd5f)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - remove: The X-01 multiphase energy gun has been removed from the HoS
    locker.
    - add: A new Loadout Item Group, "Head of Security's Antique Weapon
    Collection" has been added. Rather than being given a unique weapon by
    whatever map creators put in the HoS Office, each Head of Security is
    entitled to a single item selected from this new loadout category, free
    of charge. But beware, whatever item chosen from this list may
    potentially be used as a Steal Objective for traitors. You may have a
    fancy new submachine gun, but it also makes you a target.
    - add: antique Bulldog, antique C-20r submachine gun, x-01 multiphase
    energy gun, antique energy sword, antique pulse pistol, antique Wt550,
    and a pair of Katana Sheaths have all been added as loadout options for
    the Head of Security.
    VMSolidus authored Oct 11, 2024
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  3. Port a New Map: RadStation (Simple-Station#1034)

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    # Description
    
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    this PR Port the RadStation map from Estação Pirata
    RadStation is a map made by CRISO, ported from BeeStation from ss13 to
    Estação Pirata, I made some updates to make the map playable on EE
    
    ---
    
    # 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>
    
    
    ![Rad-0](https://github.com/user-attachments/assets/f18cf403-4545-40f5-8fc7-d325707dfbef)
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - add: A map called "RadStation" has been added to rotation.
    - add: A new Evac shuttle called "emergency_neol" has been added to
    RadStation
    Ichaie authored Oct 11, 2024
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  5. Feat: Sleeping and Muzzle Block Vocal Emotes (Simple-Station#1037)

    # Description
    So you can actually muzzle a felinid to stop them from meowing. Or a
    vulp from barking. Or a human from screaming. You get the point.
    
    This muzzle part of this PR is a bit hardcode-y, but it's because the
    muzzle simply adds a replacement accent to the entity instead of using
    its own system to block speech.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/0e5e4986-d2a0-471a-a119-579741265178
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: Sleeping and muzzled entities can no longer use vocal emotes
    (scream, meow, etc).
    Mnemotechnician authored Oct 11, 2024
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Commits on Oct 12, 2024

  1. Bluespace And Normality Ores (Simple-Station#1042)

    # Description
    
    This PR adds new ores in the form of Bluespace and Normality ores, the
    former being just as rare as artifact fragments, and the latter being
    even rarer still. These ores can be mined by salvage, will generate on
    asteroids or expeditions, and can be processed in an ore processor into
    bluespace or normality crystals, which Epistemics can use to create
    psionic related objects. Note that the two are currently
    indistinguishable from the other until you actually mine them.
    
    Yes this DOES infact make it easier to make glimmer drains and probers.
    I need this as an excuse to make psionics even more dangerous.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/2c7b38a4-d700-43d6-ad47-a063839f0540)
    
    
    ![image](https://github.com/user-attachments/assets/5da73dff-acca-4395-855d-75a04f369ead)
    
    
    ![image](https://github.com/user-attachments/assets/269e231d-d702-4387-9c89-f8aec7854fb3)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Added Bluespace and Normality ore as very rare ore types. Salvage
    can occasionally find these ores on Asteroids or on Expedition planets.
    Bluespace and Normality Ore can be smelted in an Ore Processor into
    Bluespace and Normality Crystals. Make sure to bring these to Epistemics
    so that they can do their job.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Oct 12, 2024
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Commits on Oct 13, 2024

  1. Fix Arrivals Shuttle (Simple-Station#1040)

    # Description
    
    Fixes the arrivals shuttle choosing to correct docking port.
    ---
    
    - [ ] Fix all maps and place the correct airlock (yeah not gonna do that
    in this PR)
    - [x] Fixed arrivals shuttle logic
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Fixes the arrivals shuttle choosing to correct docking port.
    Fansana authored Oct 13, 2024
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  3. Custom Name Fixes (Simple-Station#1032)

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    # Description
    
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    This is an emercency fix regarding Custom Name, apprently this is
    fucked... wow...
    Regarding DB issues please @DEATHB4DEFEAT review or check if you can
    assist or anyone.
    
    Thank you.
    
    ---
    
    # Changelog
    
    <!--
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    :cl:
    - fix: Custom Specie Name!
    
    ---------
    
    Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    Co-authored-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    3 people authored Oct 13, 2024
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  4. Cherry Pick "Fix Latejoin Antag Preferences Not Being Respected" (Sim…

    …ple-Station#1038)
    
    <!--
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    # Description
    
    meow. 
    Project compiles and starts. Is the bug gone? I hope so.
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Latejoin antag selection should respect player's antag
    preferences.
    
    ---------
    
    Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
    Remuchi and EmoGarbage404 authored Oct 13, 2024
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  5. Add ArachneWeb to Spiderweb. (Simple-Station#1033)

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    # Description
    
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    This add the missing tags for webs for Oneirophage to hide in webs
    (works tested on floof)
    
    Overall Oneirophage need more changes, languages, psionic, ect but so
    far this is needed.
    
    ---
    
    # Changelog
    
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    :cl:
    - fix: Oneirophage is once more psionic invisible in webs.
    
    Signed-off-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
    FoxxoTrystan authored Oct 13, 2024
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  7. Feat: Togglable Under-Table Crawling (Simple-Station#1036)

    # Description
    This reverts most code changes done by
    Simple-Station#939 and
    re-implements them in a better way:
    - Players can now toggle under-furniture crawling with a keybind
    (shift-R by default)
    - Crawling that way is 50% slower for obvious balancing reasons
    - The respective cvar for it is now true by default and prevents players
    from beginning the "crawl under furniture" thing
    
    Also cleaned up a few methods I was seriously pissed off by. There is
    still a lot to clean up and fix, but I will leave it for a dedicated PR
    in the future.
    
    # Why (balancing)
    Let me lie on the bed instead of under it!!!!!!!
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9
    
    </p>
    </details>
    
    # Changelog
    :cl:
    - add: You can now toggle crawling under furniture! The default keybind
    is Shift-R, you can change it in settings.
    Mnemotechnician authored Oct 13, 2024
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  9. Improve "Show Clothing" Button Labels (Simple-Station#1030)

    They also didn't have `:`s like everything else.
    
    # Changelog
    
    :cl:
    - tweak: Made the show clothing/loadouts button labels more clear
    
    Signed-off-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    DEATHB4DEFEAT authored Oct 13, 2024
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  11. Update Credits (Simple-Station#1043)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
    github-actions[bot] and SimpleStation14 authored Oct 13, 2024
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  12. Make Brains Not Food (Simple-Station#1044)

    # Description
    
    This is a fucking stupid method of irreversible round removal. Gib
    someone and then eat their brain instantly. This PR makes brains not
    food, so that they can't be eaten instantly.
    
    # Changelog
    
    :cl:
    - tweak: Brains now can no longer be eaten.
    VMSolidus authored Oct 13, 2024
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  14. Transhumanism Physical Traits (Simple-Station#1035)

    # Description
    
    This PR adds several new "High Cost Physical Traits", that each follows
    a theme of Transhumanism. Bionic augmentations that provide the user
    some benefit, typically at a very high cost.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/f2d0b007-5632-45a6-87a5-c4a677742fd6)
    
    
    ![image](https://github.com/user-attachments/assets/ebd336f5-df98-4ef4-a4f1-edbdfdfda27d)
    
    
    ![image](https://github.com/user-attachments/assets/e9ff5d13-099e-4004-b2cd-162601bddfc3)
    
    
    ![image](https://github.com/user-attachments/assets/cb3dfc03-72f9-4d9a-9897-22d14a579787)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Added 8 new Physical Traits. These are, Cyber-Eyes Basic
    System(Plus 4 different modular options), Bionic Arm, Dermal Armor, and
    Platelet Factories.
    
    ---------
    
    Signed-off-by: VMSolidus <evilexecutive@gmail.com>
    Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
    VMSolidus and DEATHB4DEFEAT authored Oct 13, 2024
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  16. Service Contractor Loadouts (Simple-Station#1041)

    # Description
    
    This PR adds several new "Contractor" uniforms to service roles, as well
    as several job specific loadout categories. These make use of sprites
    taken from Aurora, as well as corporations from Aurora. Currently no
    jumpskirts are available for these.
    
    # TODO
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/f6ce6471-6da5-4881-b730-8fe08c2d630b)
    
    
    ![image](https://github.com/user-attachments/assets/89e30b8c-5a86-489e-8c22-13459aa2b08e)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: NT has started hiring contractors from other corporations to fill
    out station staff. New loadout items for corporate contractors are now
    available for Bartender, Botanist, Cataloguer, Chef, and Janitor.
    Currently there are no jumpskirt versions of these uniforms. We are
    looking for people willing to make skirt variations of each of these.
    VMSolidus authored Oct 13, 2024
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  18. Feat: Port All Delta-V Mail Improvements (Simple-Station#1011)

    # Description
    Showing some love to our hard-working couriers.
    
    This cherry-picks the following PRs from delta-v:
    - DeltaV-Station/Delta-v#1472 - Adds a
    MailMetrics PDA cartridge for couriers and the LO
    - DeltaV-Station/Delta-v#1652 - Ports mail
    tweaks from frontier to delta-v, adding large packages, RPDs (mail
    cannons), and more mail
    - DeltaV-Station/Delta-v#1788 - Adding a couple
    more packages
    - DeltaV-Station/Delta-v#1925 - Fixing the
    non-functional "last known location" part of mail descriptions
    
    Some mail items, such as the opporozidone syringe and rainbow
    joints/blunts, had to be disabled because we don't have them (yet?)
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/2299ffc3-17ce-4743-886c-7705e8789e96)
    
    
    ![image](https://github.com/user-attachments/assets/a2ee1a07-d765-41e7-8f70-f94a50412398)
    
    
    ![image](https://github.com/user-attachments/assets/03b16b8e-0eff-4332-99ad-d4a201ee8f2b)
    
    
    ![image](https://github.com/user-attachments/assets/44d2e5c2-db79-4d8d-8877-693648edd35d)
    
    
    ![image](https://github.com/user-attachments/assets/f3d7bdbb-fc14-4f2f-bf30-aa54fdf49099)
    
    
    ![image](https://github.com/user-attachments/assets/b1e4c53f-c9d8-496b-a72e-f4f4b702e368)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    :cl:
    - add: The Courier and Logistics Officer now have a new program in their
    PDA for tracking mail delivery performance, including earnings and
    percent of packages opened, damaged, or expired.
    - add: The list of possible mail packages has been greately expanded,
    and now includes large parcels.
    - add: The CourierDrobe now offers a rapid mail delivery device, along
    with capsules for it.
    
    ---------
    
    Signed-off-by: Adeinitas <147965189+adeinitas@users.noreply.github.com>
    Co-authored-by: portfiend <109661617+portfiend@users.noreply.github.com>
    Co-authored-by: byte <50130120+huckleton@users.noreply.github.com>
    Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
    Co-authored-by: Adeinitas <147965189+adeinitas@users.noreply.github.com>
    Co-authored-by: ErhardSteinhauer <65374927+ErhardSteinhauer@users.noreply.github.com>
    Co-authored-by: Dvir <dvirf01@gmail.com>
    Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
    Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
    Co-authored-by: Whatstone <whatstone3@gmail.com>
    Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
    Co-authored-by: Milon <plmilonpl@gmail.com>
    12 people authored Oct 13, 2024
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