# This is a combination of 25 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd
# This is the 2nd commit message:

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.
# This is the 3rd commit message:

Removes the wrench subtype "W"

# This is the 4th commit message:

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

# This is the 5th commit message:

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

# This is the 6th commit message:

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

# This is the 7th commit message:

Removed filedir thingy

# This is the 8th commit message:

Removes medbot telepathy, adds some spans

# This is the 9th commit message:

</span> x3

# This is the 10th commit message:

less copypasta

# This is the 11th commit message:

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

# This is the 12th commit message:

used visible_message for flavor text

# This is the 13th commit message:

flavor text removed

# This is the 14th commit message:

dust now uses spawn_dust()

# This is the 15th commit message:

Fix for shard
# This is the 16th commit message:

removing some of my code
# This is the 17th commit message:

Cooler -> Freezer
# This is the 18th commit message:

Heater now drops Heater circuit board instead of Cooler
# This is the 19th commit message:

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

# This is the 20th commit message:

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

# This is the 21st commit message:

Emp Icon fix Commit

# This is the 22nd commit message:

Shamelessly added myself to the admin list

# This is the 23rd commit message:

Fixed #3571

# This is the 24th commit message:

Updated the changelog with information about the feature freeze.
# This is the 25th commit message:

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.
# This is a combination of 2 commits.
# The first commit's message is:

Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

# This is the 2nd commit message:

sssh no tears nothing happened
# This is a combination of 7 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

# This is the 2nd commit message:

Added a design for the ore_redemption board so that it can be manufactured by R&D.

# This is the 3rd commit message:

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

# This is the 4th commit message:

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

# This is the 5th commit message:

-Added cooldowns to turrets. AIs rejoice!

# This is the 6th commit message:

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

# This is the 7th commit message:

Extra period
# This is a combination of 20 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

# This is the 2nd commit message:

Making them talk and reply (test version)

# This is the 3rd commit message:

Can talk to specific slimes

# This is the 4th commit message:

Faces and refactoring

# This is the 5th commit message:

Stay command (untested)

# This is the 6th commit message:

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

# This is the 7th commit message:

Removed debug stuff

# This is the 8th commit message:

Added slime scanner to smartfridge

# This is the 9th commit message:

ALMOST FORGOT

# This is the 10th commit message:

Fix for them having a frozen face upon death

# This is the 11th commit message:

Two small fixes

# This is the 12th commit message:

Why the hell not

# This is the 13th commit message:

Fixes, part 1

# This is the 14th commit message:

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

# This is the 15th commit message:

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

# This is the 16th commit message:

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

# This is the 17th commit message:

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

# This is the 18th commit message:

Code optimizations

# This is the 19th commit message:

Code optimizations

# This is the 20th commit message:

-Optimizations
-Added a watertank to atmos's SSU
# This is a combination of 13 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

# This is the 2nd commit message:

-Sending Centcom syndicate documents now gives the station a large supply point reward

# This is the 3rd commit message:

-Removed some duplicate code
-Made the syndicate document names appear like codenames

# This is the 4th commit message:

Glory to absolute pathing

# This is the 5th commit message:

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

# This is the 6th commit message:

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

# This is the 7th commit message:

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

# This is the 8th commit message:

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

# This is the 9th commit message:

Added a sound effect to igniting thermite so it's not a silent stealthy move.

# This is the 10th commit message:

Thermiting walls leave admin prints

# This is the 11th commit message:

Cleanbots now spawn foam instead of gibs!

Also spans.

# This is the 12th commit message:

Cleans up the cleanbot a little!
# This is the 13th commit message:

Frequency spellfix
# This is a combination of 11 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

# This is the 2nd commit message:

Unidentinization

# This is the 3rd commit message:

Unidentinization^2

# This is the 4th commit message:

Maybe i should make sure the code complies before pushing it next time

# This is the 5th commit message:

Fixed hurting yourself with toy double esword while clumsy

# This is the 6th commit message:

Attempt two

# This is the 7th commit message:

Yes. Lowercase. How could I forget.

# This is the 8th commit message:

Admins without +varedit will no longer see a error when they open a nested variable in view variables

# This is the 9th commit message:

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

# This is the 10th commit message:

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

# This is the 11th commit message:

Fixes one-way locks
# This is a combination of 44 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

# This is the 2nd commit message:

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

# This is the 3rd commit message:

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

# This is the 4th commit message:

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

# This is the 5th commit message:

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

# This is the 6th commit message:

Adds a timer when drawing blood from other people.
# This is the 7th commit message:

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

# This is the 8th commit message:

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

# This is the 9th commit message:

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

# This is the 10th commit message:

Added custom colorable sofas

# This is the 11th commit message:

Added armrest overlay

# This is the 12th commit message:

Removed unneeded argument

# This is the 13th commit message:

Readded argument, cleaned up rollerbed code

# This is the 14th commit message:

Cleaned up and simplified the code.

# This is the 15th commit message:

Minor cleanup

# This is the 16th commit message:

Removed the separate feet icon

It did nothing anyways

# This is the 17th commit message:

Fixed armrest being an icon instead of image

# This is the 18th commit message:

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

# This is the 19th commit message:

Changes soulstone.dm to use span classes.

# This is the 20th commit message:

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

# This is the 21st commit message:

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

# This is the 22nd commit message:

Some fixes for beartraps
# This is the 23rd commit message:

missing parenthesis
# This is the 24th commit message:

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.
# This is the 25th commit message:

trying to reduce duplicate code.
# This is the 26th commit message:

fix missing 'proc'
# This is the 27th commit message:

target as mob -> mob/living/target
# This is the 28th commit message:

simplifying
# This is the 29th commit message:

fix
# This is the 30th commit message:

final

# This is the 31st commit message:

Area Ambiance Refactor

# This is the 32nd commit message:

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

# This is the 33rd commit message:

adds a weakened check for canUseTopic() of borgs

# This is the 34th commit message:

Adds Nightvision Medical and Security HUDs!

# This is the 35th commit message:

Removal of the Locked status from Security HUDs!
# This is the 36th commit message:

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.
# This is the 37th commit message:

Added a link to CONTRIBUTING.md
# This is the 38th commit message:

Updated CONTRIBUTING.md

Added formatting and reordered some things.
# This is the 39th commit message:

Updated CONTRIBUTING.md to be more friendly
# This is the 40th commit message:

Updated CONTRIBUTING.md with grammar fixes.
# This is the 41st commit message:

CONTRIBUTING.md is even friendlier and easier to read.
# This is the 42nd commit message:

Fixed a typo in CONTRIBUTING.md
# This is the 43rd commit message:

Streamline'd the CONTRIBUTOR.md.
# This is the 44th commit message:

Fixed indentations.
# This is a combination of 2 commits.
# The first commit's message is:

Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

# This is the 2nd commit message:

2-unit setting
# This is a combination of 10 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

# This is the 2nd commit message:

Changelog for Secret Documents

#3639

# This is the 3rd commit message:

Changelog for Thermite change

#3557
Mostly to let people know that r-walls need more thermite to burn through now

# This is the 4th commit message:

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

# This is the 5th commit message:

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

# This is the 6th commit message:

Alternative version of the powernets refactoring (cables connects if they have matching ends)

# This is the 7th commit message:

alphabetized list of ores in fabricator

# This is the 8th commit message:

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

# This is the 9th commit message:

String building and stage_change method

-

# This is the 10th commit message:

Ups fixes
# This is a combination of 6 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

# This is the 2nd commit message:

usr -> user

# This is the 3rd commit message:

Fixes #3157

# This is the 4th commit message:

Moved check for magboots to human_movement

# This is the 5th commit message:

removed old code

# This is the 6th commit message:

Stops constructs from hitting themselves
# This is a combination of 8 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

# This is the 2nd commit message:

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

# This is the 3rd commit message:

Can no longer drag people to a non-operating sleeper.

# This is the 4th commit message:

Fixes the MetaStation map.

# This is the 5th commit message:

Fixed errors on the MiniStation map.

# This is the 6th commit message:

Changelog addition for the powernet refactoring.

# This is the 7th commit message:

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

# This is the 8th commit message:

Sechud uses right icon
# This is a combination of 4 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

# This is the 2nd commit message:

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

# This is the 3rd commit message:

Adds new event.

# This is the 4th commit message:

Refactors space dust
Meteors spin

renames meateors
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry

[MAP] Fixes AI Sat External APC not being wired to SMES

Causing early blackout. I also removed some extraneous lights and removed the motion sensitivity on the teleporter camera.
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry

[MAP] Fixes AI Sat External APC not being wired to SMES

Causing early blackout. I also removed some extraneous lights and removed the motion sensitivity on the teleporter camera.

-Simplified Grav Gen access to only require power equipment. This changes nothing job-access-wise, but it does make it more intuitive for HoPs and engineers who work with access.
-Added firelocks to AI sat and grav gen
# This is a combination of 10 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry

[MAP] Fixes AI Sat External APC not being wired to SMES

Causing early blackout. I also removed some extraneous lights and removed the motion sensitivity on the teleporter camera.

-Simplified Grav Gen access to only require power equipment. This changes nothing job-access-wise, but it does make it more intuitive for HoPs and engineers who work with access.
-Added firelocks to AI sat and grav gen

-Added windows to library
-Added intercoms to Steelpoint's new areas.

# This is the 2nd commit message:

Priority Announcement Changes

-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in

# This is the 3rd commit message:

Fixed non-captains not registering their ID to the Comms console

# This is the 4th commit message:

-Merged centcom and announcements news channel into a single "Station Announcements" channel
-RC Announcements now produce news stories, too
-The AI may now make priority announcements via communications console that emulates the automated messages

# This is the 5th commit message:

Converted early shuttle launch notices to priority announcements

# This is the 6th commit message:

Added a make_announcement proc to reduce duplicated code

# This is the 7th commit message:

Added a canUseTopic()

# This is the 8th commit message:

Replaced the "not used anymore" command_alert with the new "priority_annonce" proc, making the code compilable again.

# This is the 9th commit message:

Part 2

# This is the 10th commit message:

Hopefully last change
# This is a combination of 13 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry

[MAP] Fixes AI Sat External APC not being wired to SMES

Causing early blackout. I also removed some extraneous lights and removed the motion sensitivity on the teleporter camera.

-Simplified Grav Gen access to only require power equipment. This changes nothing job-access-wise, but it does make it more intuitive for HoPs and engineers who work with access.
-Added firelocks to AI sat and grav gen

-Added windows to library
-Added intercoms to Steelpoint's new areas.

Priority Announcement Changes

-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in

Fixed non-captains not registering their ID to the Comms console

-Merged centcom and announcements news channel into a single "Station Announcements" channel
-RC Announcements now produce news stories, too
-The AI may now make priority announcements via communications console that emulates the automated messages

Converted early shuttle launch notices to priority announcements

Added a make_announcement proc to reduce duplicated code

Added a canUseTopic()

Replaced the "not used anymore" command_alert with the new "priority_annonce" proc, making the code compilable again.

Part 2

Hopefully last change

Snowflake garbage removed

# This is the 2nd commit message:

tray hit restored to glory

# This is the 3rd commit message:

Re-adding missing hivelord core sprite (fix courtesy of Nerolat).

# This is the 4th commit message:

Travis will now automatically compile the maps in the map_test shell script.

# This is the 5th commit message:

Removed an unused variable in the shell script.

# This is the 6th commit message:

Added improvements by Mloc.

# This is the 7th commit message:

Fixes newscaster spam when announcements via RCs are made

It was making a new story for each player connected. I didn't catch it during local tests as there was only one player connected (me). My sincerest apologies!

Fixes #3736

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Swapped the order of subtitle and header of priority announcements

# This is the 9th commit message:

Over-eye hair improvements

-Long Over eye looked like two different hairstyles layered on top of each other when it was made, giving it a weird spiky look around the face area when seen from the side. I've completely redone the side sprites.
-Regular Over eye had inconsistent side sprites which made it look a lot longer than it should.

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dsfsdf

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Slime changelog update

# This is the 12th commit message:

What did I break

# This is the 13th commit message:

Dammit
# This is a combination of 63 commits.
# The first commit's message is:
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry

[MAP] Fixes AI Sat External APC not being wired to SMES

Causing early blackout. I also removed some extraneous lights and removed the motion sensitivity on the teleporter camera.

-Simplified Grav Gen access to only require power equipment. This changes nothing job-access-wise, but it does make it more intuitive for HoPs and engineers who work with access.
-Added firelocks to AI sat and grav gen

-Added windows to library
-Added intercoms to Steelpoint's new areas.

Priority Announcement Changes

-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in

Fixed non-captains not registering their ID to the Comms console

-Merged centcom and announcements news channel into a single "Station Announcements" channel
-RC Announcements now produce news stories, too
-The AI may now make priority announcements via communications console that emulates the automated messages

Converted early shuttle launch notices to priority announcements

Added a make_announcement proc to reduce duplicated code

Added a canUseTopic()

Replaced the "not used anymore" command_alert with the new "priority_annonce" proc, making the code compilable again.

Part 2

Hopefully last change

Snowflake garbage removed

tray hit restored to glory

Re-adding missing hivelord core sprite (fix courtesy of Nerolat).

Travis will now automatically compile the maps in the map_test shell script.

Removed an unused variable in the shell script.

Added improvements by Mloc.

Fixes newscaster spam when announcements via RCs are made

It was making a new story for each player connected. I didn't catch it during local tests as there was only one player connected (me). My sincerest apologies!

Fixes #3736

Swapped the order of subtitle and header of priority announcements

Over-eye hair improvements

-Long Over eye looked like two different hairstyles layered on top of each other when it was made, giving it a weird spiky look around the face area when seen from the side. I've completely redone the side sprites.
-Regular Over eye had inconsistent side sprites which made it look a lot longer than it should.

dsfsdf

Slime changelog update

What did I break

Dammit

Fixes Immovable Rod

-Rod no longer gets deleted after hitting a few objects
-Rod no longer gets stuck in the rare case it hits a shuttle at just the right angle. It now explodes.

# This is the 2nd commit message:

Fixed ling regeneration bugs

It now requires DNA, preventing infinite genomes, and now correctly
displays the chemical cost, rather than leaving lings thinking that 10
chemicals would be sufficient to revive.

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carved books now turn into storage items

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forgot to include the fucking book itself

# This is the 5th commit message:

Fixed AI sat antechamber turret controls starting off despite the turrets starting on

Causing mass confusion and general disarray.

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Fixes Fire Alarms activating without power

* removing var/working and using NOPOWER and BROKEN flags instead.
# This is the 7th commit message:

Sets the screenloc property for items in update_icons even if there's no client at the moment (possibly because the player has lost the connection temporarily).

# This is the 8th commit message:

Put the hud_used.hud_shown checks back for hideable inventory slots, preventing the placed items from floating in empty space above the closed inventory.

# This is the 9th commit message:

Added the fix to the back slot, had overlooked it.

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Fixes #3744

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Fixed #3740, slimes now attack simple_animals in retaliation.

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Made slimes able to feed on simple_animals.

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Finalizes the fixes.

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mechs are stompy again

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beach snowflakes are melted

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Beepsky will no longer arrest monkeys when "Check for weapon authorization" is on

But he will still hate them

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Fortune cookies can be made with blank or "blank" paper.  Allows cult talisman paper to be baked into cookies, fixing the last bit of issue #298.

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Dodgeballs now call the super code so they can be caught, theoretically deal real impact damage, and they actually give messages on hit.  Fixes #1063, and makes dodgeball not so eerily quiet.  Also fixes "too large to fit in this the backpack" in storage.dm.

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Fixes path conflicts on Metastation.

# This is the 20th commit message:

Reverted the centcom.ogg to an uncorrupted version. Fixes #3784

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Fixes possibilities: Nothing when an admin forces secret.

# This is the 22nd commit message:

Laying carpet down now works.

# This is the 23rd commit message:

- Fixes Astar being stupid with maxnodes
- Diagonal movement now costs whatever sqrt(2) rounds to.
- Fixes #3665

# This is the 24th commit message:

Spells are now anchored.

Space Carp and Bears now take damage from high temperatures.

# This is the 25th commit message:

Monkeys can be loyalty implanted

Monkeys can still be revs, so they should be able to be loyalty implanted. This would also fall in line with the other implants, which have no race restriction.

Fixes #637

# This is the 26th commit message:

Microwave fix
# This is the 27th commit message:

unusable w/o power and fingerprint when bumped open.

Leave fingerprints when mob opens via bump.
Unusable when unpowered
# This is the 28th commit message:

windoor drops more stuff on destruction

drops 2 glass shards, 2 rods, 2 cable pieces.
# This is the 29th commit message:

unpowered windoor can be forced with crowbar, emag, eblade

unpowered windoor can be forced open and closed with crowbar and open with emag, eblade
# This is the 30th commit message:

mecha & bot w/o access trigger deny animation when bumping.

* mecha & bot w/o access trigger the deny animation when bumping the windoor
* secure windoors close faster when bumped open by mecha/bot.
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fix indentation
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Emag can't open unpowered windoor
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indentation again..
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and again
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windoor->window
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Fixing checks when forcing windoor.
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changeling armblade can force open unpowered windoors.
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moving armblade stuff to windowdoor.dm
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fix crowbar, fireaxe and armblade attack. adds spans. more use of take_damage
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simple animals, aliens and slimes can attack windoors
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Fixes unwrenching noise
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I honestly don't remember making these changes before
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What is this it shouldn't be here.

It's gone now
# This is the 44th commit message:

remove terrible joke

Remove terrible joke
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Tweaked the power distribution handling :
* the power is correctly handled each tick instead of 1 tick on 2, because of bad reinitalization,
* apcs now draw power as others machines and fixed the amount of power send to them

Partially fixes #3761.

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Removes intercept meta

The intercept list no longer removes the current mode's blurb, meaning
it is no longer a list of modes that weren't selected.

Personally, I am DISGUSTED by this OUTRAGEOUS oversight.

# This is the 47th commit message:

fixes #3746 fixes #3706

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missing "

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colons removed, thanks RR

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muh OOP

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2oop4u

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sliceable snacks no longer infinitely stack

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sliceable items that can store things moved into new type

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you can no longer store infinite items in sliceable food

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storing moved to sliceable/store/attackby()

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redundant w_class removed

# This is the 57th commit message:

removed things handled by unEquip

# This is the 58th commit message:

changed false comment

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Fixed spelling in atmospherics.dm
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Fixes #3776

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You can now set internals on someone else's belt and suit storage

# This is the 62nd commit message:

removes a word from ion_storm.dm

# This is the 63rd commit message:

Fixes Robocop board not working
Fixing copypaste

Yea, I nub'd

Added severity to ex_act()
Added logic to allow for deconstruction of the ore redemption machine.
Added the oreRedemption circuit board.
Current recipie for the ore redemption machine: Igniter, Mater Bin,
Console Screen.

Removes the wrench subtype "W"

Summoning a cultist with the rune will now weaken them instead of changing their lying to 1, making weird blurry mobs

ghostize() won't create mindless ghosts of a fake ckey generated by aghost anymore.

Fixed world/topic() administrator counter for the HUB, banners and other admin tools

Removed filedir thingy

Removes medbot telepathy, adds some spans

</span> x3

less copypasta

Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message.

used visible_message for flavor text

flavor text removed

dust now uses spawn_dust()

Fix for shard

removing some of my code

Cooler -> Freezer

Heater now drops Heater circuit board instead of Cooler

Added a "put_in_hand_check" which returns 1 if the item can be equipped in the hand. Replaced the duplicated checks in "put_in_l/r_hand"
Silicons override the check and return 0.

You can now walk behind the three top parts of the gravity generator, to be able to fix a space breach in the middle of it.

Emp Icon fix Commit

Shamelessly added myself to the admin list

Fixed #3571

Updated the changelog with information about the feature freeze.

Removes Central Hallway Speedbumps

Removes the airlocks placed awkwardly in the middle of the central hallway loop. They've been replaced by more appropriate airlocks that separate each hallway segment instead.

The airlocks were added in a while ago by Errorage as a speedbump to help people navigate as they would often sanic past the junction. This shouldn't be an issue anymore with HG's glorious speed nerf, where people can actually see where they're going now.

Changed mining equipment locker to mining equipment vendor

sssh no tears nothing happened

Removed commented code. Changed ore_redemption default input_dir to NORTH to facilitate its default location on the map. Fixed severity logic in ex_act() because big explosions have small values. Renamed oreRedemption to ore_redemption (circuit board).

Added a design for the ore_redemption board so that it can be manufactured by R&D.

Viciously murders 2.1.2

It's a feature that boldly breaks the code freeze

Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage

-Added cooldowns to turrets. AIs rejoice!

-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm

Extra period

Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.

Making them talk and reply (test version)

Can talk to specific slimes

Faces and refactoring

Stay command (untested)

Added slime scanner
Much less nutrition consumed, but they actually use it to grow
Made mutation chance random between 25 and 35
Slime core reactions use 1 unit of reagent
Code cleanups

Removed debug stuff

Added slime scanner to smartfridge

ALMOST FORGOT

Fix for them having a frozen face upon death

Two small fixes

Why the hell not

Fixes, part 1

Suit Storage Units

-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more

-Added an auxiliary storage compartment in SSUs to store one item
-Moved CE's magboots and captain's jetpack into them
-Updated it so that any mob can be placed inside the SSU now. Including Corgis.

Replaced a do_after with a do_mob so you can't teleport-stuff people into the SSU

-SSUs will no longer eject its contents if it runs out of power unless it's already open
-Unpowered SSUs can be crowbarred open if they are not locked
-Some other changes from Giacom's feedback

Code optimizations

Code optimizations

-Optimizations
-Added a watertank to atmos's SSU

Secret Document Objectives

Adds new steal objective "Secret Documents"
-A set of secret documents spawn in the vault's filing cabinet, but even syndicate documents qualify as valid steals

Adds the exchange objective for traitors
-If there are at least 6 traitors, two of them will be selected to make an exchange of secret documents
-There is a low (20%) chance that one of them will have an additional backstab objective, where they will require both sets of documents to win

-Sending Centcom syndicate documents now gives the station a large supply point reward

-Removed some duplicate code
-Made the syndicate document names appear like codenames

Glory to absolute pathing

Ministation Compile Fix

Fixes line 196 of MiniStation.dmm to compile correctly with new code.

*Corrected right/left on mob sprites for the energy gun, the taser and the disabler (fixes #3636).

Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.

Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Added a sound effect to igniting thermite so it's not a silent stealthy move.

Thermiting walls leave admin prints

Cleanbots now spawn foam instead of gibs!

Also spans.

Cleans up the cleanbot a little!

Frequency spellfix

Changed suicide messages to visible_messages and fixed relative pathing

Unidentinization

Unidentinization^2

Maybe i should make sure the code complies before pushing it next time

Fixed hurting yourself with toy double esword while clumsy

Attempt two

Yes. Lowercase. How could I forget.

Admins without +varedit will no longer see a error when they open a nested variable in view variables

Admins lacking +admin get admin pm stuff

They can use like 50 herf links to do this already, including rightclick mob -> view vars -> player panel -> pm

Admins without +admin can use jmp herfs while ghosted

They already have access to jump to mob and follow, so no reason to deny them this.

Only allows access to jmp herfs while ghosted.

Fixes one-way locks

[MAP] Firing Range Instructions

-Added instructions to the firing range.
-Set a default path for the controls
-Controls are no longer dense

Special cameras can no longer break during initialization

I consider this an issue as special cameras often serve important functions that should be reliable at round start.
-No more AIs that cannot see themselves
-No more busted singularity cameras
-Fairly certain this also means that motion-alarmed areas are reliably motion-alarmed

Minor fix for the PR announcer.

Also includes a config file made specifically for /tg/ Sibyl.

Fixes issue #146, borgs placing modules on people
Simple fix for this one...

Replaced the isRobot() check with two new functions, one of which is overloaded for robots.  Object oriented programming intensifies!

Adds a timer when drawing blood from other people.

* cleaned, organized and commented a large part of the power code,
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...

Fixes Midnight Rollover Protection

* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.

10 times less seconds in a day

MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".

Added custom colorable sofas

Added armrest overlay

Removed unneeded argument

Readded argument, cleaned up rollerbed code

Cleaned up and simplified the code.

Minor cleanup

Removed the separate feet icon

It did nothing anyways

Fixed armrest being an icon instead of image

Fixes soulstoned players being cultists when the player who captured them wasn't, also fixes inconsistent indentation in soulstone.dm.

Changes soulstone.dm to use span classes.

Fixes errors caused by using quotation marks to specify the span class inside a string enclosed in quotations marks by replacing them with apostrophes.

NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound.

Some fixes for beartraps

missing parenthesis

Fix legcuffing when stepping on two traps.

Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.

trying to reduce duplicate code.

fix missing 'proc'

target as mob -> mob/living/target

simplifying

fix

final

Area Ambiance Refactor

Creates canUseTopic(), a mob proc contained for the moment in the machinery.dm
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.

adds a weakened check for canUseTopic() of borgs

Adds Nightvision Medical and Security HUDs!

Removal of the Locked status from Security HUDs!

Created CONTRIBUTING.md

Which github will automatically show when contributors create a new pull request.

Added a link to CONTRIBUTING.md

Updated CONTRIBUTING.md

Added formatting and reordered some things.

Updated CONTRIBUTING.md to be more friendly

Updated CONTRIBUTING.md with grammar fixes.

CONTRIBUTING.md is even friendlier and easier to read.

Fixed a typo in CONTRIBUTING.md

Streamline'd the CONTRIBUTOR.md.

Fixed indentations.

Makes nutrient bottles larger, reduces amount in vendor/generator to compensate.

2-unit setting

fixing conflict

Changelog for Secret Documents

Changelog for Thermite change

Mostly to let people know that r-walls need more thermite to burn through now

Re work of game selection logic to be less shit
Fixes #3532 (force secret only works if game mode is in random pool)

Medal of Captaincy is no longer twice as large.
Fixes issue #2883 and a minor bug where set-equipment wasn't properly equipping "assassins" with waistcoats.  Both cases now use the existing attachTie method, which exists for this reason.

Alternative version of the powernets refactoring (cables connects if they have matching ends)

alphabetized list of ores in fabricator

Fixed grenade casing not being renamed to grenade when complete

Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".

- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- The grenade assembly is called "grenade" when finished (like before

https://github.com/tgstation/-tg-station/commit/f645037dd5ffe491c94f73a39b3aac312e51d579)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism

Fixes https://github.com/tgstation/-tg-station/issues/2378

String building and stage_change method

-

Ups fixes

Readded my map changes back in (Fuck everything about this)

usr -> user

Fixes #3157

Moved check for magboots to human_movement

removed old code

Stops constructs from hitting themselves

adding span class everywhere + fix attack messages

Medbots no longer waste chemicals

Medbots will no longer expend the entire contents of their internal beaker on one patient.

Can no longer drag people to a non-operating sleeper.

Fixes the MetaStation map.

Fixed errors on the MiniStation map.

Changelog addition for the powernet refactoring.

Robot Item Sprites

Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.

Sechud uses right icon

meteorhit() is kill

Meteor code uses OOP principles a little better now
Adds new types of meteors with different effects.
Meteors drop some ore when they hit.

Adds new event.

Refactors space dust
Meteors spin

renames meateors

fixing conflict in walls.dm

i cry

[MAP] Fixes AI Sat External APC not being wired to SMES

Causing early blackout. I also removed some extraneous lights and removed the motion sensitivity on the teleporter camera.

-Simplified Grav Gen access to only require power equipment. This changes nothing job-access-wise, but it does make it more intuitive for HoPs and engineers who work with access.
-Added firelocks to AI sat and grav gen

-Added windows to library
-Added intercoms to Steelpoint's new areas.

Priority Announcement Changes

-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in

Fixed non-captains not registering their ID to the Comms console

-Merged centcom and announcements news channel into a single "Station Announcements" channel
-RC Announcements now produce news stories, too
-The AI may now make priority announcements via communications console that emulates the automated messages

Converted early shuttle launch notices to priority announcements

Added a make_announcement proc to reduce duplicated code

Added a canUseTopic()

Replaced the "not used anymore" command_alert with the new "priority_annonce" proc, making the code compilable again.

Part 2

Hopefully last change

Snowflake garbage removed

tray hit restored to glory

Re-adding missing hivelord core sprite (fix courtesy of Nerolat).

Travis will now automatically compile the maps in the map_test shell script.

Removed an unused variable in the shell script.

Added improvements by Mloc.

Fixes newscaster spam when announcements via RCs are made

It was making a new story for each player connected. I didn't catch it during local tests as there was only one player connected (me). My sincerest apologies!

Fixes #3736

Swapped the order of subtitle and header of priority announcements

Over-eye hair improvements

-Long Over eye looked like two different hairstyles layered on top of each other when it was made, giving it a weird spiky look around the face area when seen from the side. I've completely redone the side sprites.
-Regular Over eye had inconsistent side sprites which made it look a lot longer than it should.

dsfsdf

Slime changelog update

What did I break

Dammit

Fixes Immovable Rod

-Rod no longer gets deleted after hitting a few objects
-Rod no longer gets stuck in the rare case it hits a shuttle at just the right angle. It now explodes.

Fixed ling regeneration bugs

It now requires DNA, preventing infinite genomes, and now correctly
displays the chemical cost, rather than leaving lings thinking that 10
chemicals would be sufficient to revive.

carved books now turn into storage items

forgot to include the fucking book itself

Fixed AI sat antechamber turret controls starting off despite the turrets starting on

Causing mass confusion and general disarray.

Fixes Fire Alarms activating without power

* removing var/working and using NOPOWER and BROKEN flags instead.

Sets the screenloc property for items in update_icons even if there's no client at the moment (possibly because the player has lost the connection temporarily).

Put the hud_used.hud_shown checks back for hideable inventory slots, preventing the placed items from floating in empty space above the closed inventory.

Added the fix to the back slot, had overlooked it.

Fixes #3744

Fixed #3740, slimes now attack simple_animals in retaliation.

Made slimes able to feed on simple_animals.

Finalizes the fixes.

mechs are stompy again

beach snowflakes are melted

Beepsky will no longer arrest monkeys when "Check for weapon authorization" is on

But he will still hate them

Fortune cookies can be made with blank or "blank" paper.  Allows cult talisman paper to be baked into cookies, fixing the last bit of issue #298.

Dodgeballs now call the super code so they can be caught, theoretically deal real impact damage, and they actually give messages on hit.  Fixes #1063, and makes dodgeball not so eerily quiet.  Also fixes "too large to fit in this the backpack" in storage.dm.

Fixes path conflicts on Metastation.

Reverted the centcom.ogg to an uncorrupted version. Fixes #3784

Fixes possibilities: Nothing when an admin forces secret.

Laying carpet down now works.

- Fixes Astar being stupid with maxnodes
- Diagonal movement now costs whatever sqrt(2) rounds to.
- Fixes #3665

Spells are now anchored.

Space Carp and Bears now take damage from high temperatures.

Monkeys can be loyalty implanted

Monkeys can still be revs, so they should be able to be loyalty implanted. This would also fall in line with the other implants, which have no race restriction.

Fixes #637

Microwave fix

unusable w/o power and fingerprint when bumped open.

Leave fingerprints when mob opens via bump.
Unusable when unpowered

windoor drops more stuff on destruction

drops 2 glass shards, 2 rods, 2 cable pieces.

unpowered windoor can be forced with crowbar, emag, eblade

unpowered windoor can be forced open and closed with crowbar and open with emag, eblade

mecha & bot w/o access trigger deny animation when bumping.

* mecha & bot w/o access trigger the deny animation when bumping the windoor
* secure windoors close faster when bumped open by mecha/bot.

fix indentation

Emag can't open unpowered windoor

indentation again..

and again

windoor->window

Fixing checks when forcing windoor.

changeling armblade can force open unpowered windoors.

moving armblade stuff to windowdoor.dm

fix crowbar, fireaxe and armblade attack. adds spans. more use of take_damage

simple animals, aliens and slimes can attack windoors

Fixes unwrenching noise

I honestly don't remember making these changes before

What is this it shouldn't be here.

It's gone now

remove terrible joke

Remove terrible joke

Tweaked the power distribution handling :
* the power is correctly handled each tick instead of 1 tick on 2, because of bad reinitalization,
* apcs now draw power as others machines and fixed the amount of power send to them

Partially fixes #3761.

Removes intercept meta

The intercept list no longer removes the current mode's blurb, meaning
it is no longer a list of modes that weren't selected.

Personally, I am DISGUSTED by this OUTRAGEOUS oversight.

fixes #3746 fixes #3706

missing "

colons removed, thanks RR

muh OOP

2oop4u

sliceable snacks no longer infinitely stack

sliceable items that can store things moved into new type

you can no longer store infinite items in sliceable food

storing moved to sliceable/store/attackby()

redundant w_class removed

removed things handled by unEquip

changed false comment

Fixed spelling in atmospherics.dm

Fixes #3776

You can now set internals on someone else's belt and suit storage

removes a word from ion_storm.dm

Fixes Robocop board not working

Mimicked the same changes for the mining equipment vendor.

Removed the drop contents for the equipment vender because it was pointless.

Merge remote-tracking branch 'upstream/master'

Conflicts:
	code/modules/research/designs.dm

Merge remote-tracking branch 'upstream/master'

Conflicts:
	code/modules/research/designs.dm
Merge branch 'master' of https://github.com/Kaezon/-tg-station

Conflicts:
	_maps/map_files/tgstation.2.1.2.dmm
	_maps/map_files/tgstation.2.1.3.dmm
	code/game/objects/items/weapons/kitchen.dm
	code/game/turfs/simulated/walls.dm
	code/modules/events/immovable_rod.dm
	code/modules/hydroponics/hydroitemdefines.dm
	code/modules/mining/equipment_locker.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/simple_animal/constructs.dm
	code/modules/research/designs.dm