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[Upstream] Апстрим фич и фиксов с Einstein Engines. #39

Merged
merged 101 commits into from
Sep 5, 2024

Commits on Sep 2, 2024

  1. Remove the Stupid Station Records Check From News (#739)

    # Description
    It was never used but caused annoyance all the time: the listening post
    could never use the news console and ghosts/centcom officials/skeletons
    could never publish news because of it.
    
    (This was not tested, I recommend either waiting til I test it or making
    someone else test it before merging)
    
    # Changelog
    :cl:
    - fix: You no longer need to have a station record to publish news.
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Mnemotechnician authored and Remuchi committed Sep 2, 2024
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  2. Morale System (Port From White Dream) (#620)

    # Description
    
    This Feature has been graciously provided for Einstein Engines to port
    from the White Dream codebase.
    
    Mood is a system for tracking a character's current Mental State, which
    fluctuates throughout the round as a result of various events that can
    modify it. Each consisting of a single line event that can be trivially
    inserted into any other system, and a yml configured "Moodlet", which is
    applied to said character. Moodlets can be temporary or permanent, and
    can also modify a characters mood in either positive or negative
    directions. Things like, "Being Hungry", "Being Injured", "Petting a
    cute animal", "Being Hugged", all create a Moodlet.
    
    Mood can provide buffs or debuffs, primarily to movement speed. In fact
    Mood's movement speed modifier actually completely replaces the movement
    speed modifiers from Hunger & Thirst. Instead Hunger & Thirst create a
    negative moodlet that persists until you eat and drink, which _can_ give
    you a speed penalty. But you might for instance diminish the negative
    effects by seeking out other positive sources. Or they might just get
    worse, who knows what could happen?
    
    # Media
    
    Mood takes the form of a series of Moodlets, which modify your
    character's internal Mood stat. It's kinda like a healthbar, but for
    your mental state. Whenever you gain a moodlet, it appears in a popup.
    White text for standard moodlets, red text for negative moodlets. By
    clicking on your mood icon, text will show up displaying all of your
    currently active Moodlets.
    
    https://github.com/user-attachments/assets/3e9420bb-3a43-4d97-9127-31d704c15287
    
    New traits!
    
    ![image](https://github.com/user-attachments/assets/4ddf968e-3dbd-44e1-a53e-79bb7b955d01)
    
    Permission from Codeowners:
    ![morale code
    permission](https://github.com/user-attachments/assets/c3d089fa-3e0f-4402-8757-c47e911c3554)
    
    # TODO
    
    - [x] Refactor the Crit Threshold modification, and Movement Speed
    Modification to make it more granular.
    
    # Changelog
    
    :cl: VMSolidus & Skubman
    - add: The Mood System has been ported from White Dream. Mood acts as a
    3rd healthbar, alongside Health and Stamina, representing your
    character's current mental state. Having either high or low mood can
    modify certain physical attributes.
    - add: Mood modifies your Critical Threshold. Your critical threshold
    can be increased or decreased depending on how high or low your
    character's mood is.
    - add: Mood modifies your Movement Speed. Characters move faster when
    they have an overall high mood, and move slower when they have a lower
    mood.
    - add: Saturnine and Sanguine have been added to the list of Mental
    traits, both providing innate modifiers to a character's Morale.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: Angelo Fallaria <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    # Conflicts:
    #	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  3. Automatic Changelog Update (#739)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 2, 2024
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  4. Automatic Changelog Update (#620)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 2, 2024
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  5. Psionic Refactor Version 2, Part 1 (#731)

    # Description
    
    Finally, after many long months, and this project surviving a complete
    restart from square one, I have now made actual, real progress on an
    actual proper "Refactor" of Psionics. This PR primarily moves ALL of the
    logic for initializing Psionic Powers into highly configurable YML. The
    initialization of psionics is no longer handled by components, and is
    instead now handled entirely by a centralized system. To even further
    cut down on component bookkeeping, nearly all logic needed for
    generating Psions has been moved to the PsionicComponent. The
    PotentialPsionicComponent now no longer exists.
    
    Additionally, and although they are not currently implemented(I will do
    so in the next PR after this), I have also laid the groundwork for
    substantial reworks to the other aspects of Psionics. Power generation,
    casting stats, feedback messages, non-action powers, and so on. It's
    actually possible to now add a psionic power that does not add any
    active abilities at all, rather by adding one or more components, thus
    enabling purely Passive Powers. Or a combination of the two,
    active-powers with a passive component.
    
    # Media
    
    https://github.com/user-attachments/assets/0fd6b9a4-7d84-4e6e-980a-9d7dd4264f6f
    
    # Changelog
    
    :cl:
    - add: Latent Psychic has been added as a new positive trait.
    - tweak: Psionics have received a substantial refactor. While no new
    powers have been added this patch, this initial refactor lays the
    groundwork so that new psionic powers will be easier to create.
    - tweak: Latent Psychic is now fully required to become psionic, or to
    interact with Oracle.
    - tweak: Psychics can now have more than one active power.
    - remove: Mimes are no longer Psionic.
    - tweak: Chaplain, Mantis, & Mystagogue all receive the Latent Psychic
    trait for free, automatically.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: Pspritechologist <[email protected]>
    # Conflicts:
    #	Content.Server/Zombies/ZombieSystem.Transform.cs
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  7. Fix Overlays (#756)

    # Description
    
    Overlays have a funny bug where the calls to update them are global.
    Meaning if any single person gets a bad enough mood to greyscale
    themselves, everyone globally gets greyscaled. This bug was also present
    on Dogvision and Ultravision, and had the same cause. Frontier luckily
    had a fix for those two, and the fix works here as well for the Mood
    Overlay.
    
    # Changelog
    
    :cl:
    - fix: Fixed an issue where Overlays(Dogvision, Ultravision, Mood) would
    apply globally to all entities when updating.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  9. Missing Psychic Trait Strings (#758)

    # Description
    
    I accidentally deleted these at some point, so here they are again.
    
    
    ![image](https://github.com/user-attachments/assets/c6216f11-f2bc-48a6-86ae-739de0cfe1df)
    
    No changelog because I don't want to publicly admit the error. :)
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  10. Action Blacklists (#760)

    # Description
    
    
    ![image](https://github.com/user-attachments/assets/febab792-59ca-4938-8f84-e4a94f2a5b31)
    
    I noticed that EntityTargetAction prototypes have a Whitelist field, but
    no Blacklist field. This turned out to be trivial to add, and now it's
    no longer necessary for Psionic powers to hardcode in C# that they can't
    affect anyone psionically insulated or Mindbroken. In total only 3
    powers had this change, but new powers in the future that affect a
    target can now arbitrarily blacklist any component(Most likely,
    PsionicInsulation and Mindbroken. :))
    
    All of this, just to remove 9 total lines of C# hardcoding. 
    
    # Changelog
    
    :cl:
    - add: Actions no longer need to hardcode in target blacklists, and can
    now blacklist entities in YML. This is notably useful for Psionic
    powers, which all share a common feature that they can't target people
    with Psionic Insulation (Or have been Mindbroken).
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  12. Psionic Powers Add Components With Arguments. (#763)

    # Description
    
    While coding another Psionic Power feature, I discovered that the
    current implementation of iterating over components does not carry over
    arguments for the components. So I copied over the method used by Traits
    exactly-as-is, and just changed the names of the variables to
    accommodate the PsionicSystem.
    
    # Changelog
    
    :cl:
    - add: PsionicPowers that add a Component now also allow for adding a
    Component with Arguments. This works exactly like the trait system's
    implementation of components.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  14. DeltaV/DS14 IPC Port (#744)

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    # Description
    
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    Ported over IPC from DS14, with the fixes from DeltaV.
    
    ---
    
    # TODO
    
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    - [X] Port
    - [ ] Check for errors (Local tests wouldn't run on this one)
    
    ---
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
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    :cl:
    - add: Added IPC as a playable species.
    
    ---------
    
    Signed-off-by: Timemaster99 <[email protected]>
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Daniela <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    4 people authored and Remuchi committed Sep 2, 2024
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  16. Update MoodSystem.cs (#761)

    # Description
    
    MoodSystem was lacking a Component Shutdown to yeet the alert, so it was
    causing intermittent test fails.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  17. Traits Refactor (#765)

    # Description
    
    I decided traits weren't flexible enough, so I refactored them to also
    optionally add Actions(Activatable Abilities), and PsionicPowers(Going
    through the PsionicAbilitiesSystem). Neither of these have any current
    implementations, I'll leave that to other people. Trait Components are
    by extension no longer a hard requirement, although if you add a blank
    trait that adds nothing, you have only yourself to blame. But doing so
    won't crash the game or throw an error anyway.
    
    # Changelog
    
    :cl:
    - add: Traits can now add Active Abilities to a character.
    - add: Traits can now add Psionic Powers to a character.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  19. Made Stamres Show in Resistances View Take 2 (#767)

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    # Description
    
    title
    
    for some reason something went horribly wrong
    [here](Simple-Station/Einstein-Engines#766)
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/a9e71b67-ae47-437f-a370-d25b6388d48d)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    no cl no fun
    
    ---------
    
    Co-authored-by: whateverusername0 <whateveremail>
    whateverusername0 authored and Remuchi committed Sep 2, 2024
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  20. Minor Ifrit Health Rework (#762)

    # Description
    Closes #754
    
    Ifrit is a fire spirit, he really shouldn't be taking 1.5x fire damage.
    This makes sense and should help with players accidentally killing
    themselves with the fire ball.
    For balance, the cold damage modifier was changed to 0.5x, unsure if it
    should be lower.
    
    Minor passive regeneration has also been added, since there isn't
    another way to heal other than the Mystagogue sitting there hitting them
    with the book of mysteries.
    
    # Changelog
    
    :cl: 
    - tweak: Ifrit has received some damage resistance changes
    
    ---------
    
    Signed-off-by: stellar-novas <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  22. Xenoglossy (#772)

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    # Description
    Adds xenoglossy to the power pool. I originally planned it for
    cataloguer but it looks like that doesn't exist anymore.
    
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    # Changelog
    
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    :cl: Rane
    - add: Added Xenoglossy to the psionic power pool.
    
    ---------
    
    Signed-off-by: Danger Revolution! <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored and Remuchi committed Sep 2, 2024
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  24. Increase Trait Point Granularity (#775)

    # Description
    
    Since we now have a LOT of Traits, and soon to be another fresh batch of
    Traits coming in now that they've been refactored to offer even more
    options, it's come up that Traits are kinda hard to balance with the
    current combination of point costs and allotted starting points. To help
    alleviate this problem, I've both doubled the point values of every
    trait in the game, as well as doubled the default allotted starting
    points. There is now more room to balance trait costs against each
    other.
    
    I have not however actually made use of the new range of point costs
    yet, and would like to consult with other contributors and maintainers
    on which traits need to be adjusted.
    
    # TODO
    
    - [ ] Go over trait point costs again to address balance.
    - [ ] Do this again in 6 months when we have 200 traits.
    
    # Changelog
    
    :cl:
    - tweak: Trait points have been made more granular by both doubling the
    available number of trait points, and increasing the base cost of all
    pre-existing traits.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  26. Fix Heisentests (#778)

    # Description
    
    Attempt number 5000 to get the Heisentests to STOP.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: metalgearsloth <[email protected]>
    Co-authored-by: Timemaster99 <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    4 people authored and Remuchi committed Sep 2, 2024
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  27. Fix RGB Moths (#777)

    # Description
    
    Magic single line Yml Fix obtained by digging through DeltaV's Blame 
    **GO!**
    
    # Changelog
    
    :cl:
    - tweak: Moths can now be colorful again.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  29. Remove DV AGPL License Headers (#781)

    # Description
    
    They're confusing.
    
    Co-authored-by: Danger Revolution! <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  30. Return Of The Cataloguer (#779)

    # Description
    
    Cataloguer has returned to Epistemics as the newest 4th member of the
    "Crew Aligned Wizards Club". The Cataloguer is a variation on the
    Librarian role, which automatically starts with the new Xenoglossy
    Psionic Power, which allows him to know and speak all languages.
    Additionally, the Cataloguer is now once again a member of Epistemics
    instead of Civilian, and has had Epi added to his access.
    
    On all maps that previously did not have a Librarian spawner, one
    Scientist spawner has been replaced with a Cataloguer.
    
    # Changelog
    
    :cl:
    - add: Cataloguer has been re-added to the game as a new roundstart
    Psionic role. The Cataloguer is a unique role that will always start
    with the Latent Psychic trait, as well as the new Xenoglossy power,
    which allows him to know and speak all languages.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  32. Psionic Power Feedback Messages (#776)

    # Description
    
    This PR implements the previously planned feature whereby obtaining a
    Psionic Power plays some form of notification to alert the player that
    they have gained a new ability. Since some Psionics like Xenoglossy are
    purely passive, it's very important to give an indication to players
    what's going on. To that end, PsionicPowerPrototype has been expanded to
    include new datafields related to Initialization Feedback. There are now
    three kinds of feedback messages: Popup, Feedback, and Metapsionic.
    
    All feedback will only play for powers obtained during the round, rather
    than for entities that innately start with powers.
    
    - Popups will appear over your character's head as a small, brief
    message. These should be no more than a sentence at most.
    - Feedback will appear in the Chat window as a message only visible to
    the Psion themself. These can be as much as a paragraph in length.
    - Metapsionic messages are coming in their own separate PR:
    Simple-Station/Einstein-Engines#774
    
    In a separate PR, I also wish to add Audio feedback as well.
    
    # Media
    
    I apologize that the video has been bitcrunched to a point that the chat
    window can't be read.
    
    
    https://github.com/user-attachments/assets/11e30e91-8fc6-48a2-b6a5-9ecf7127065e
    
    # Changelog
    
    :cl:
    - add: Gaining a new Psionic Power can now display messages to alert the
    player, both as a short popup, and optionally a lengthier message sent
    to the user's Chat window.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Mnemotechnican <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  34. Allow Playing Multiple Announcement Sounds at Once (#740)

    # Description
    
    @VMSolidus said he had issues with SuperMatter announcements not playing
    correctly.
    
    ---
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    https://github.com/user-attachments/assets/e0cbbe77-00ce-4c9e-837a-00c91fee8623
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    :cl:
    - fix: Announcements can play multiple sounds now (you can revert to the
    old behavior in sound setting if you want though)
    DEATHB4DEFEAT authored and Remuchi committed Sep 2, 2024
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  36. Add Insulation to Robots (#773)

    # Description
    
    Soulless Robots didn't have PsionicInsulation, which meant they were
    eligible targets for powers such as Mindswap. This is a pretty simple
    fix.
    
    # Changelog
    :cl:
    - fix: Robots and other mechanical creatures are now correctly immune to
    non-physical psionic powers.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  37. Implement Mind Contests (#757)

    # Description
    
    Now that the initial Psionic Refactor is out of the way, this is my
    first new standalone Psionics PR, filling in the MindContest function
    that was added over a month ago(but was set to always return 1f as a
    placeholder).
    
    Mind Contests are unique among the Contests System in that they do not
    treat the lack of a Psionic Component as a failure condition, and
    instead as a variable.
    
    No changelog because MindContests are not currently used anywhere, all
    I'm doing is adding the actual function logic.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  38. Added Language and Healing Components to IPC Entities (#786)

    # Description
    
    This pull request introduces two new components to the IPC entities:
    
    1. **LanguageKnowledge**: This component allows IPCs to speak and
    understand Galactic Common and RobotTalk. Previously, IPCs were limited
    to Universal language, which caused communication issues with the crew.
    With this addition, IPCs can now effectively communicate using the
    Galactic Common and RobotTalk languages.
    
    2. **WeldingHealable**: This component enables IPCs to heal themselves
    using a welding tool. Given the nature of IPCs as robotic entities, this
    feature is essential for self-maintenance and ensures they can stay
    operational even after sustaining damage.
    
    These changes aim to improve the functionality and immersion of IPCs
    within the game, allowing them to better integrate and interact with
    other entities while also providing them with the ability to
    self-repair.
    
    ---
    
    # TODO
    
    - [x] Add `LanguageKnowledge` component to IPC entities to support
    Galactic Common and RobotTalk.
    - [x] Add `WeldingHealable` component to IPC entities for self-repair
    with welding tools.
    
    # Changelog
    
    :cl:
    - add: Added the ability for IPCs to speak and understand Galactic
    Common and RobotTalk languages.
    - add: Enabled IPCs to heal themselves using welding tools via the
    WeldingHealable component.
    
    Signed-off-by: v0idRift <[email protected]>
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  40. Fix supermatter.ftl (#790)

    supermatter .ftl was broken, this fixes it.
    
    <!--
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    # Description
    
    <!--
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    Easly fix the supermatter .ftl files that was not set correctly, why? i
    dunno.
    now its works.
    
    ---
    
    # Changelog
    
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    :cl:
    - fix: Supermatter Annoncements
    
    Signed-off-by: FoxxoTrystan <[email protected]>
    FoxxoTrystan authored and Remuchi committed Sep 2, 2024
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  42. Fix Door Access (#798)

    # Description
    Somehow all the doors accesses broke. Seems somebody used the
    AccessReader Component on the door instead of the door electronics. This
    PR fixes all the doors that I could find that were broken.
    
    # Changelog
    
    
    :cl:
    
    - fix: Fixed most door accesses including: Lawyer, Mantis, Corpsman,
    Boxer, Clown, Mime, Musician, Reporter, Library, Zookeeper, Salvage and
    Psychologist.
    Fansana authored and Remuchi committed Sep 2, 2024
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  44. Cherry-Pick PR #27113 (#803)

    # Description
    
    This is a cherry-pick of
    space-wizards/space-station-14#27113
    Which fixes a bug that has been reported here where the FixGridAtmos
    command does not work.
    
    # Changelog
    
    :cl:
    - fix: Fixed the FixGridAtmos command.
    
    Co-authored-by: Leon Friedrich <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  46. Return Of The Pibble (#789)

    # Description
    
    This PR Rebases one of Nyanotrasen's funniest features: The Pibble.
    I mean "Lab Mix", according to the description. Lab Mixes are comically
    muscular dogs famous for their ability to attack and destroy Felinids,
    Mailmen, and more recently Harpies. Watch out, there is also a rare
    variant of Lab-Dachshund Mix, colloquially known as the "Ventbull",
    which can occasionally be found roaming the station's vents. Please keep
    your children, Felinids, and Birbs at a safe distance.
    
    # Changelog
    
    :cl:
    - add: Lab Mixes have been added to the game as a new random animal. Be
    sure to keep Felinids and Harpies away from them.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  48. Make IPC Sounds Great Again (#811)

    # Description
    
    This PR brings back Ekrixi IPC sounds, and rebases IPC sounds on top of
    silicons.
    Duplicate of #810 [due to](# "Due to your attempt to evade your ban, you
    are banned indefinitely. You may appeal your ban, but only at least 6
    months after your last ban evasion attempt, and only with a voucher of
    good behavior from another SS13/SS14 server.") `master` branch skill
    issues.
    
    <details open><summary><h2>Media</h2></summary>
    None
    </details>
    
    ---
    
    # Changelog
    
    :cl: router
    - add: Added more sounds to IPCs. IPCs can now also whistle, whirr,
    beep, boop, ping, chime, buzz and buzz twice.
    - fix: IPCs no longer have the default wilhelm sound.
    - tweak: Silicon deathgasps are now darker.
    BasedUser authored and Remuchi committed Sep 2, 2024
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  50. Add IPC's Missing Components (#793)

    # Description
    
    IPCs were missing Offer Item, Laying Down, and Carriable.
    
    # Changelog
    
    :cl:
    - fix: IPCs can now lay down, offer people items, and be picked up and
    carried.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  52. Temporarily Disable Telegnosis (#795)

    # Description
    
    Telegnosis is broken, and so I'm temporarily disabling it. 
    
    # Changelog
    
    :cl:
    - fix: Temporarily disabled Telegnosis pending a lengthier update.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  54. IPC Missing Deathgasp (#800)

    # Description
    
    IPC were missing a deathgasp, so I wrote one for them.
    
    
    ![faridaiscute](https://github.com/user-attachments/assets/2e78dcc0-0163-4ec7-bf07-424dbd9d0a91)
    
    # Changelog
    
    :cl:
    - fix: IPC now have their own unique deathgasp message.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  56. Make Shoving and Stamina Great Again (#809)

    # Description
    First off, shoving was broken badly. It would roll shoving chance twice,
    meaning that you had only about 6% chance to actually shove someone, and
    it would only remove 6% of their stamina. Additionally, stamcrits have
    always pissed me off by just how stupid they were. Also, some of the
    code in the stamina system had highly misleading names, which has led
    vmsolidus to implement mass contests the wrong way there.
    
    This PR introduces changes to fix those issues:
    - Shoving only rolls the shove chance once.
    - Shoving deals 50 * shove chance stamina damage, as intended, without
    depending on target's stamcrit threshold. In the future it should depend
    on the weapon used (claws, fists, etc), but for now it's fine.
    - Shoving advantage ranges were re-evaluated. Mass difference now can
    give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x.
    Stamina difference still gives a neglectable 0.9x - 1.1x advantage.
    - The stamina slowdown is now added and calculated dynamically using
    MovementSpeedModifierSystem, which means the slowdown will no longer
    disappear 3 seconds after receiving damage, and will not stack (however,
    it now scales with stamina damage).
    - When you exit stamcrit, you start at (100 - epsilon) stamina damage.
    There still exists another check that prevents you from getting
    re-stunned in the next ~5 seconds (maybe we should remove that too?),
    but the slowdown and combat disadvantages will apply as they are
    supposed to. This means you can no longer stand up after being exhausted
    to the point of fainting on the ground and immediately rush back into
    combat.
    
    In addition to that, I also did the following:
    - Re-added the mass contest to EscapeInventorySystem. It seems like it's
    been nuked when the new mass contest system was being implemented and
    never added back.
    - Fixed the mass contest in carrying again
    
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    
    https://github.com/user-attachments/assets/076b3c3b-cdd1-4ec7-969d-2564c814a40e
    
    
    </p>
    </details>
    
    ---
    
    # Changelog
    :cl:
    - fix: Shoving once again works correctly, and mass difference matters a
    lot when shoving someone.
    - fix: The time it takes to escape one's hands once again depends on the
    mass difference between the escapee and the holder.
    - tweak: Exiting stamina crit now leaves you with 0 stamina. You can't
    be immediately stunned again, but you will suffer from slowdown and
    combat disadvantages!
    Mnemotechnician authored and Remuchi committed Sep 2, 2024
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  58. Thieves Outside of Traitor (#799)

    # Description
    
    
    Mirroring a PR from Floof that I was much too lazy to cherry-pick. This
    just changes gamemodes outside of tator and rev to allow thieves if it
    makes sense to.
    
    ---
    
    
    # Changelog
    
    :cl:
    - tweak: Thieves are now in Survival, Hellshift, and Extended.
    
    Signed-off-by: ShatteredSwords <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  60. Telepathy (Minor)Refactor (#819)

    # Description
    
    This PR re-introduces a feature that was present in the Psionic Refactor
    version 1, that of the Natural Telepath trait. Where before Natural
    Telepath was treated as an "Upgraded" version of Latent Psychic, now it
    is a standalone trait that makes use of new functionality, where traits
    can add psionic powers directly, as opposed to relying on just adding
    components. To accomodate for this, the Telepathy functionality has been
    modified such that it no longer makes the expectation that
    PsionicComponent users have the ability to coherently speak
    telepathically, and instead checks for a specific TelepathyComponent.
    Since Telepathy is added to a Psion via their ActivePowers list, it is
    also eliminated when the Psion is mindbroken.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![image](https://github.com/user-attachments/assets/b017b027-d283-484e-812e-37804d839c4a)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: TelepathyComponent has been split off from the PsionicComponent,
    now as it's own standalone feature.
    - add: Telepathy has been added as a new Psionic Power
    - add: Natural Telepath has returned from Psionic-Refactor V1, now using
    new functionality from the trait system that allows traits to buy
    psionic powers directly.
    - add: Latent Psychics who have neither bought Natural Telepath, nor
    acquired Telepathy during the round, can sometimes hear snippets of
    conversation from telepathic chat.
    - tweak: The cost of Latent Psychic has been reduced from 6 to 4 points,
    this is to accommodate for the loss of Telepathy as a bonus feature for
    all Psionics. Since Natural Telepath is a 2 point trait, this gives a
    net 0 change in trait points for anyone who wishes to keep being a
    roundstart Telepath.
    - tweak: Psionic Mantis, Mystagogue, Chaplain, and Cataloguer are all
    Naturally Telepathic, and thus get the new trait for free.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  62. Psionic Insulation Trait (#820)

    # Description
    
    This PR brings back the x-Waveform Misalignment trait from Psionic
    Refactor version 1. There's not really much to say here. Having this
    trait means that you are completely immune to most psionic powers and
    effects, with the only exception of the physical effects of Elementalist
    abilities. It is also an extraordinarily expensive trait, the most
    expensive in the game by far.
    
    This trait will get even more useful when Cultists, Wizards, and
    Heretics are brought into the game.
    
    # Changelog
    
    :cl:
    - add: x-Waveform Misalignment has been rebased from the Psionic
    Refactor v1. x-Waveform Misalignment is an extraordinarily expensive
    trait that grants full immunity to nearly all psionic powers and
    effects, both positive and negative.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  64. New Interaction System (#733)

    # Description
    This implements the New Interaction Verb System™©, designed to allow
    defining verbs using yml and make adding new verbs way easier than it
    was before. This was initially designed just to bring back generic no-op
    interactions like hugging, but can now be used to create way more unique
    interactions for all the different entities.
    
    In the core of the system lies InteractionVerbPrototype. Besides
    defining the obvious qualities of the verb itself, such as the name,
    description, interaction constraints, it also has several important
    properties:
    - The requirement of the verb - what is required for the verb to show up
    as "enabled" in the context menu and be allowed to be performed. There's
    just one requirement slot, but using the ComplexRequirement class you
    can use multiple requirements and choose whether they are combined via
    boolean or, boolean and, or something in-between.
    - The action of the verb - it defines its own IsAllowed (whether the
    action is applicable to the target entity at all), CanPerform (called
    before and after the potential do-after), which defines whether this
    exact attempt at performing the action succeeds and shows a success
    popup, or fails and shows a fail popup, and finally Perform, which tries
    to perform the action and return a boolean result, which determines...
    well, what was stated before. Similarly to requirements, there are
    complex and conditional actions which can be combined into whatever
    monstrousity you can imagine... In fact, it is entirely possible to
    build a turing-complete programming language out of actions!
    - Effects, specifically three of them: one that is shown when the
    interaction performs successfully, one that is shown when it fails, and
    one that is shown when the do-after for the interaction begins
    succesfully (which means the first CanPerform check of the verb has
    succeeded). Each one of them defines a popup (configuration for which is
    stored in a different prototype) and a sound. Those are also designed to
    be highly customizable: you can choose who sees the popup and where, and
    more.
    
    Verbs can be global or local. Global verbs are added to any entity
    should it meet the prerequisites and pass all the necessary checks
    (which are also designed to be highly configurable). Local verbs are
    defined in OwnInteractionVerbsComponent and InteractionVerbsComponent of
    the user and target respectfully.
    
    At the moment of writing there are 8 built-in global verbs and 1
    non-global verb, not including abstract verbs:
    - 3 no-op actions that are made for RP purposes, that is looking at
    someone, hugging someone, petting someone. The latter two may be later
    used to modify the target's morale should the PR for it be merged.
    - 2 actions related to standing: one for forcing someone down, and one
    for helping them get up, waking them up and removing 2.5 seconds of stun
    in addition to that (before you could click someone with empty hand to
    remove 1.5 seconds of stun - I removed that in favor of the new system)
    - 1 action for making someone who's laying down (on the bed or
    otherwise) to sleep.
    - 1 actions for falling asleep yourself (no need for bed or bag or
    whatever to tell you that you can sleep - this does not provide any
    healing properties or anything like that, purely an RP feature).
    - 1 action for pinching yourself - made simply with the intent of
    testing some possibilities of the new system, I decided to keep it
    because it's a bit funny.
    
    Local actions include:
    - An action for knocking on windows, doors, windoors, computers,
    machines.
    
    More are to be added to this list as the progress continues.
    
    # TODO
    - [X] Implement the core of the system
    - ~~Add more, way more actions. Possible ideas include:
    [slapping/kicking someone, hugging toys/plushies, pressing random
    buttons on a computer, ... ]. I could use some ideas for that.~~ -
    skipping for now, we can do it in follow-up prs to clutter this one
    less.
    - [X] Port all InteractionPopupComponents to the new system, and remove
    their old usages from non-animals.
    - [X] Introduce contests and a way to configure them (could reuse
    RangeSpecifier for that; certain actions such as pushing down/helping up
    would benefit a lot from this).
    - [X] Hide chat logs for people who cannot see the action being
    performed.
    - [X] Implement cooldowns
    - [ ] Cleanup.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    Note: this video was made before a few important fixes were made.
    
    
    https://github.com/user-attachments/assets/17b616dd-4bc8-4af3-916c-6a5d16c77064
    
    Newer video - demonstrates various actions and shows that chat logs
    cannot be seen if the source of the logged popup is outside the view.
    
    
    https://github.com/user-attachments/assets/d6228855-fb7f-45d1-812f-56afe10f3f86
    
    </p>
    </details>
    
    ---
    
    # Changelog
    :cl:
    - add: A new interaction system has been implemented. The right-click
    menu now provides a wide variety of different interactions with
    different entities. Some old default interactions, such as hugging,
    knocking, fence rattling, have also been moved to that system.
    
    ---------
    
    Signed-off-by: Mnemotechnican <[email protected]>
    Mnemotechnician authored and Remuchi committed Sep 2, 2024
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  68. Glacier Real (#1169) (#728)

    * glacier real
    
    * troll
    
    * atmosia tweaks
    
    * 1 less can of plasma not too op
    
    * replace troll generator with solar crate
    
    * add StationSurface to glacier
    
    * add surface map
    
    * biome stuff upstream #28017
    
    * unpause after loading
    
    * fix no terrain
    
    * comment out the surface spawning
    
    * shipyard
    
    * glacier justiceroid
    
    * updateprototype and cleanup
    
    * fix random shit
    
    * untroll
    
    * courier
    
    * add to test :trollface:
    
    * fix
    
    * futureproofing
    
    * hot loop inlet lmao
    
    * tweak some pumps in atmosia
    
    * carpy and make salv locker lighting better
    
    * Edit lights, move salv dock, add justice maints, edit entity names for
    casing consistency, other minor edits
    
    ---------
    
    <!--
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    # Description
    
    Ports Glacier from DeltaV. Justice department has been yeeted.
    
    # Changelog
    
    🆑
    - add: Glacier Returns.
    
    ---------
    
    Co-authored-by: deltanedas <[email protected]>
    Co-authored-by: Velcroboy <[email protected]>
    3 people authored and Remuchi committed Sep 2, 2024
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  69. Automatic Changelog Update (#728)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
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  70. Rebase Saltern (#804)

    # Description
    
    Saltern, now featuring a full Epistemics department, and a Supermatter
    engine. :)
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![Saltern-0](https://github.com/user-attachments/assets/10de83fa-5ddb-47fe-b62f-3441314225be)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Saltern has been added to the map rotation. Now featuring a
    compact Supermatter engine, full Epistemics department, and a
    significantly expanded Chapel and Library.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  72. Core Supermatter (#792)

    # Description
    
    **Walks into a room**
    **Slaps down CORE, but with Supermatter**
    **Doesn't elaborate**
    **Leaves**
    
    <!--
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    <details><summary><h1>Media</h1></summary>
    <p>
    
    
    ![Core-0](https://github.com/user-attachments/assets/4fbb8e6d-b4b8-4c73-b048-7349711a624a)
    
    
    ![image](https://github.com/user-attachments/assets/d5c37ac8-e500-404e-a0ad-520a68ca6d8e)
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Core has been added to the list of maps in rotation. This time
    featuring a custom Supermatter Engine
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  74. Fix InnatePsionicPowers For Mapped Entities (#824)

    # Description
    
    InnatePsionicPowers needed to be moved from ComponentStartup to
    MapInitEvent, which is a deceptively named event that ALSO functions
    identically in use to ComponentStartup, except that it's safe to use for
    entities that are mapped in, in addition to joining the round or being
    spawned in. Whereas ComponentStartup isn't allowed to modify or add
    components for any entity that is mapped(which includes Spawners
    apparently).
    
    This change allows for entities like Oracle and Sophia to make use of
    InnatePsionicPowers, which is done by request from Rane, who for
    mysterious reasons wishes for the two divine statues to be both
    Prayable, and have the Noospheric Zap Power.
    
    I have also verified by ingame testing that this does infact apply to
    people who join after the map is initialized, as well as things
    pre-existing on the map. So Oracle still gets her powers, while a
    latejoining Mystagogue still gets his.
    
    # Changelog
    
    :cl:
    - fix: InnatePsionicPowers now operates on MapInitEvent instead of
    ComponentStartup, meaning that it can now be safely used on entities
    that are mapped in instead of spawned.
    - add: Oracle and Sophia are now recognized as Divine, and as such are
    creatures that can be prayed to.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  76. Update Credits (#837)

    This is an automated Pull Request. This PR updates the GitHub
    contributors in the credits section.
    
    Co-authored-by: SimpleStation Changelogs <[email protected]>
    2 people authored and Remuchi committed Sep 2, 2024
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  77. Disable Mood In Debug (#806)

    # Description
    
    MoodSystem has a Race Condition against DeleteAllThenGhost.
    
    # TODO
    
    - [ ] Run the tests 10 times in a row to see if DeleteAllThenGhost will
    appear.
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  78. Diagonal Window Smoothing (#805)

    # Description
    
    Diagonal windows weren't updated to use the new smoothing when we added
    a bunch of new sprites designed around connected textures. This PR fixes
    that for all diagonal windows.
    
    
    ![image](https://github.com/user-attachments/assets/4a54a00f-32d6-4365-ad0a-d96ecdbe6114)
    
    # Changelog
    
    :cl:
    - add: Diagonal windows now use connected textures.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  80. Maximize Default Description Limits (#788)

    # Description
    
    The current in game UI can reasonably support names up to 48 characters
    in length, as well as descriptions up to 1024 characters long. Any
    longer, and the UI requires a scroll bar. This change is present on
    Cosmatic Drift, which uses the same character UI we currently have. I've
    had many people requesting this change, and while I am aware that we
    wish to at some point update to a new character UI(such as Parkstation's
    UI), but a stopgap here is still nice, and it's just two Const
    variables.
    
    # Media
    
    
    ![image](https://github.com/user-attachments/assets/d68c3e05-9659-464b-8fb1-8de7e41a674b)
    
    # Changelog
    
    :cl:
    - tweak: Character names can now be up to 48 characters in length.
    - tweak: Character descriptions can now be up to 1024 characters in
    length. This is the maximum size descriptions can be without the menu
    having a scroll bar. And while we'd like it to be bigger, we're going to
    want to get a new UI for this in the future!
    VMSolidus authored and Remuchi committed Sep 2, 2024
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  82. Bot for Changelog (#833)

    🆑
    - add: Changelogs should be shown in Discord now
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    Co-authored-by: TAZIKLIK <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    3 people authored and Remuchi committed Sep 2, 2024
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  83. Update actions_changelogs_since_last_run.py (#841)

    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored and Remuchi committed Sep 2, 2024
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  84. Added Jukebox (#26736) (#802)

    <!--
    
    -->
    
    # Description
    
    <!--
    
    -->
    
    Adds super cool super nice Jukebox to the bar! Ran off .ogg files, can
    use any royalty free song.
    
    
    
    ---
    <!--
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    ![Example Media on] 
    ![Screenshot 2024-08-26
    061947](https://github.com/user-attachments/assets/352a0491-5cec-4b03-949b-8407aa858cb8)
    
    </details>
    
    ---
    
    # Changelog
    
    <!--
    
    -->
    
    :cl: Kacey, Nova
    - add: Added Jukebox with basic songs.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: metalgearsloth <[email protected]>
    Co-authored-by: iNVERTED <[email protected]>
    Co-authored-by: DJBIGYAPPA420 <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    5 people authored and Remuchi committed Sep 2, 2024
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  85. Automatic Changelog Update (#802)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 2, 2024
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  86. remove: wrong changelog

    Remuchi committed Sep 2, 2024
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  87. remove: wrong changelog

    Remuchi committed Sep 2, 2024
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Commits on Sep 3, 2024

  1. Psionic Extraplanar Creatures (#829)

    # Description
    
    Certain things in the game were intended to be classed as Psionic(And
    mostly without powers), but were apparently lacking the components. To
    clarify, ANYTHING that comes from an alternate layer of reality,
    alternative plane of existence, extra dimensions, other universes,
    bluespace, etc, is intended to have a PsionicComponent to abstract
    represent their nature as a magical being of some variety. The
    importance of this is largely related to the use of Metapsionics to
    detect them, but also for the valid target lists for Anti-Psychic
    abilities, such as the bonus damage from the Anti-Psychic Knife.
    
    While here, I've also added the "Loto Oil Slime" from Psionic Refactor
    Version 1, now that Reagent Slimes(as Extraplanar creatures brought to
    this world by Liquid Anomalies) have a PsionicComponent.
    
    needs Simple-Station/Einstein-Engines#824
    
    # Changelog
    
    :cl:
    - add: Revenants, Reagent Slimes, and Ore Crabs are now considered to be
    Psionic(But cannot gain powers randomly). This is due to their status as
    "Magical And/Or Extraplanar Creatures", which makes them valid targets
    for anti-psychic abilities such as the Psionic Mantis' Anti-Psychic
    Knife.
    - add: Some Reagent Slimes can now contain Lotophagoi Oil.
    VMSolidus authored and Remuchi committed Sep 3, 2024
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  3. Cloning Refactor (#735)

    # Description
    
    Since Cloning code is effectively abandonware by it's original
    codeowners, and I was the last person in this entire game to update it,
    I am technically the codeowner of Cloning. And by extension, it's also
    my responsibility to maintain the Cloning code. I've been putting this
    off for awhile due to how busy I've been with other projects, but since
    I'm now waiting on all my other refactors to be reviewed, I decided to
    finally sit down and comprehensively refactor Cloning.
    
    In addition to massive substantial code cleanup(Cloning machines no
    longer run on Frametime for one!), here's most of the changes.
    
    - Cloning Pods must be powered for the entire 30 second duration of the
    cloning process.
    - Said "30 second duration" is no longer hardcoded. Although no methods
    currently exist to reduce it. I plan on revisiting this after I bring
    back Machine Upgrading.
    - Cloning can now FAIL partway through. If the cloning pod is Depowered,
    Unanchored, or Emagged, it will automatically swap to the "Gore" state.
    - When in a Gore state, Cloning Pods will destroy the entity they were
    trying to clone, replacing them with a pool of blood and ammonia that
    scales with the mass of the entity that was to be cloned!
    - Clones come out of the pod with a significant quantity of Cellular
    damage, and are almost always in need of resuscitation. Consider using
    Cryogenics to "Finish" your clones. Doxarubixadone is literally named
    after this process, and is a perfectly suitable cryo chem for
    resuscitating clones.
    
    <details><summary><h1>Media</h1></summary>
    <p>
    
    New gore sprites for the Metem machine, because it can now have gore
    mode.
    ![Metem gore
    spites](https://github.com/user-attachments/assets/7cc06ce2-c8eb-413c-b996-85e555b67db3)
    
    
    </p>
    </details>
    
    # Changelog
    
    :cl:
    - add: Cloning & Metempsychosis Machines have been refactored!
    - add: Cloning can now fail at any point during the cloning process,
    turning the would-be clone into a soup of blood and ammonia.
    - add: "Clone Soup" scales directly with the mass of the entity you're
    attempting to clone. Fail to clone a Lamia, and you'll be greeted with
    an Olympic swimming pool worth of blood when the machine opens.
    - add: Cloning will fail if at any point during the procedure, the
    machine is depowered, unanchored, or emagged.
    - add: Clones come out of the machine with severe Cellular damage.
    Consider using Doxarubixadone in a Cryo tube as an affordable means of
    "Finishing" clones.
    - tweak: Cloning Time is now increased proportionally if an entity being
    cloned is larger than a standard human(smaller entities are unchanged)
    - tweak: The cost to clone an entity can now be configured on a
    per-server basis via CCVar "cloning.biomass_cost_multiplier"
    - tweak: The Biomass Reclaimer can now be toggled to round-remove
    ensouled bodies or not via CCVar "cloning.reclaim_souled_bodies"
    - add: The effects of Metempsychosis now scale with a Psion's relevant
    caster stats. More powerful psychics are more likely to get favorable
    results from being forcibly reincarnated.
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: Pspritechologist <[email protected]>
    Co-authored-by: Danger Revolution! <[email protected]>
    Co-authored-by: DEATHB4DEFEAT <[email protected]>
    4 people authored and Remuchi committed Sep 3, 2024
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  5. Delete All Then Ghost Fault Tolerance (#787)

    # Description
    
    
    ![image](https://github.com/user-attachments/assets/4135c3fa-d2e0-41ca-b8f4-49e149d43ef3)
    
    I'm putting this here as an option to deal with our Heisentest problems,
    by making the tests "Fault-Tolerant" wherever practical, but I don't
    want this merged without Death and Psprite agreeing to this. For the
    most part I believe that these tests are failing because they are
    essentially checking that "Random events are not creating entities", by
    creating their own enforced Race Conditions. This particular test is
    repeatedly failing because the Mood System has no way of deducing that
    it's in a test. Even though the alleged issue is a nothingburger.
    
    
    ![image](https://github.com/user-attachments/assets/777b31f1-87a7-4eee-8a62-993acb322315)
    
    Tests absolutely shouldn't have been designed around race conditions.
    
    # Changelog
    
    No changelog because this isn't playerfacing.
    VMSolidus authored and Remuchi committed Sep 3, 2024
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  6. Update Issue Templates (#797)

    # Description
    
    <!--
    Explain this PR in as much detail as applicable
    
    Some example prompts to consider:
    How might this affect the game? The codebase?
    What might be some alternatives to this?
    How/Who does this benefit/hurt [the game/codebase]?
    -->
    
    Rewrites the issue templates and removes the redundant security
    vulnerability issue
    
    Also, sorry Death, titles are now sentence case to maintain consistency
    with the auto generated security policy one
    
    Blame GitHub not me </3
    
    ---
    
    <!--
    This is default collapsed, readers click to expand it and see all your
    media
    The PR media section can get very large at times, so this is a good way
    to keep it clean
    The title is written using HTML tags
    The title must be within the <summary> tags or you won't see it
    -->
    
    <details><summary><h1>Media</h1></summary>
    <p>
    Here's the old one, can't make issues on a fork so I can't show how it
    looks now.
    
    ![image.png](https://github.com/user-attachments/assets/ae8319ed-b66c-4415-9f6d-1048ddc53e07)
    
    </p>
    </details>
    
    ---
    
    # Changelog
    
    <!--
    You can add an author after the `:cl:` to change the name that appears
    in the changelog (ex: `:cl: Death`)
    Leaving it blank will default to your GitHub display name
    This includes all available types for the changelog
    -->
    
    N/A
    
    Co-authored-by: Danger Revolution! <[email protected]>
    2 people authored and Remuchi committed Sep 3, 2024
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  7. Add PR URL to Changelogs and Make Author a Header (#843)

    🆑
    - add: New changelogs should now show links to their PRs
    - tweak: Changelog authors should now be a header instead of bold text
    - fix: Changelogs shouldn't send random amounts of old changelogs
    
    ---------
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored and Remuchi committed Sep 3, 2024
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  9. Update actions_changelogs_since_last_run.py (#846)

    string didn't become int
    :cl:
    - fix: oatnsdaoersoaetaroeoertnsirlea
    
    Signed-off-by: DEATHB4DEFEAT <[email protected]>
    DEATHB4DEFEAT authored and Remuchi committed Sep 3, 2024
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  10. Psychognomy (#808)

    <!--
    This is a semi-strict format, you can add/remove sections as needed but
    the order/format should be kept the same
    Remove these comments before submitting
    -->
    
    # Description
    Psychognomy is a passive power that gives you a descriptor on the origin
    of a telepathic message. There's enough of them that are ambiguous
    enough. I also changed Oracle and Sophia a little bit, giving them
    innate psionic powers.
    
    :cl: Rane
    - add: Added Psychognomy.
    - tweak: Reverted Sophia name change.
    - tweak: Minor tweaks to psionic chat eligibility and formatting.
    - add: Some new utility has been added to player-controlled Oracle or
    Sophia. NPC functionality later :^)
    
    ---------
    
    Signed-off-by: VMSolidus <[email protected]>
    Co-authored-by: VMSolidus <[email protected]>
    2 people authored and Remuchi committed Sep 3, 2024
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  11. Automatic Changelog Update (#808)

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    SimpleStation14 authored and Remuchi committed Sep 3, 2024
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Commits on Sep 5, 2024

  1. Merge remote-tracking branch 'origin/master' into upstream

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
    Remuchi committed Sep 5, 2024
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  2. Merge remote-tracking branch 'origin/master' into upstream

    # Conflicts:
    #	Resources/Changelog/Changelog.yml
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