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Переезд на новую ветку #10

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merged 196 commits into from
Oct 5, 2024
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@MrCat15352 MrCat15352 commented Oct 5, 2024

ПР делает что-то умное

  • Pull Request полностью завершен, мне не нужна помощь чтобы его закончить.
  • Я внимательно прочитал все свои изменения и багов в них не нашел.
  • Я запускал сервер со своими изменениями локально и все протестировал.

rye-rice and others added 30 commits September 22, 2024 20:17
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**IT HELPS TO VIEW THIS AS A COMPLETE REWORK OF SCARBORGH, NOTHING
INVIDUALLY WAS REMOVED OR REPLACED. ALL DESIGN CHOICES ARE FINAL**

So here it is, the great syndicate guns pr, for @Apogee-dev
Luckily, due to my splitting of gun files, this shouldn't conflict with
other gun based prs, yayyyy

New list of guns:
Assume everything not listed here didn't Survive:
PC-76 "Ringneck" (Has indie version In Cargo)
BC-81 "Asp"
PC-81 "Himehabu"
R-23 "Viper" (Has indie version In Cargo)
MP-84 "Rattlesnake"
CMG-20r "Cobra" (Has indie version In Cargo)
CDW-81 "Sidewinder"
MSR-90 "Boomslang" (Has indie version In Cargo)
AMR-83 "Taipan"

SG-60rr "Bulldog
RR-86 "Mako"

"Hydra" and it's variants:
SBR-80 "Hydra"
SMR-80 "Hydra"
SAW-80 "Hydra"

Should be the last big gun PR in a while unless i do a quick one for
Nanotrasen and Sharplite to help out the big rework thats ongoing. Might
do that actually, but hoping to change my focus onto non-gun content
soon, the guns were a nice break from all of that.

Repaths a ton of things, thats why theres a high file count

Misc changes minus the guns that were added
- Many, many repaths, a vast majoirty of files changed are maps that
have repathed guns
- Fixes 556 naming
- Redid all toy guns, this seems out of scope but it really isnt as
fucking toy guns used the fucking SA sprites
- Reduced the price of the scout to 4000 c
- reduced the price of 300 magnum to 400 c
- Commander has a new firing sound
- Various old unused sounds were removed, and some old sounds were
remixed to not be stereo
- Attachment points for revolvers have been removed
- Makes the frontiersmen simplemobs not drop syndicate weapons

Credits:
https://github.com/tgstation/TerraGov-Marine-Corps for the Gun sounds
https://github.com/tgstation/TerraGov-Marine-Corp s/pull/13409 for the
Good Gun Sounds
@Tamamitsune for the Asp's firing sound
@Apogee-dev for writing descs and desiging the Sidewinder PDW, alongside
being the brains behind guns as a whole

Small sample:
Sidewinder was designed by Apogee

![image](https://github.com/user-attachments/assets/b08eb6d9-2d69-4220-a9f4-c1671de247d5)

![image](https://github.com/user-attachments/assets/c99b03ee-efb8-4ecb-82ad-b7b5fa1beeb2)

:cl: retlaw34, rye-rice, Apogee-dev, generalthrax, Tamamitsune,
Nitha(emotional support)
add: Scarborough Arms for every syndicate faction
add: New sounds for the commander
balance: scout's price has been reduced slightly
del: Donksoft toy guns
fix: You can no longer attach shit to revolvers
/:cl:

---------

Signed-off-by: rye-rice <[email protected]>
Co-authored-by: retlaw34 <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
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## About The Pull Request

BYOND 515 "fixes" an undocumented feature where vars can be accessed on
objects by accessing them like a list. I fix this on Yogstation too so I
might as well port it here cause you guys are nice (hi shiptest!)
yogstation13/Yogstation#22586

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## Why It's Good For The Game

We should be able to use this if we have it!

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Centcom Ban DB is now accessible again through PP
/:cl:

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## About The Pull Request
floor lights can no longer go emergency as they do not currently have
sprites for it

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
no more invisable lights

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: no emergency for floor lights untill someone adds a sprite for
them!
/:cl:

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…und Scanner detection change (shiptest-ss13#3328)

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Rebalances the prices of old packs in the exploration tab, and adds some
new items.
- Lava Exploration Kit: Price: 1500 -> 500, adds two pocket
extinguishers
- Ice Exploration Kit: Price: 1500 -> 500, swaps out the boots for ice
hiking boots, adds two winter coats
- Jungle Exploration Ki:  Price: 750-> 500, adds two lanterns
- Bluespace shelter capsules: Price: 3000 -> 500, only contains a single
capsule now

Adds some new packs:
- Lavaproof rods crate, 200 credits
- Binoculars 200 credits
- Deep core drill scanner, 250 credits
- Anomaly neutralizer, 250 credits
- GPS, 100 credits

You can now click a vein with a deep core scanner on harm intent so the
scanner no longer picks it up, or hit it again to readd it to tracking.

The deep core scanner fits in explorer webbing storage and explorer
suits.

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

A lot of the exploration packs were comically overcosted for what they
were. For 1500, the ice exploration pack got you.... two pickaxes, boots
that didnt protect from the ice, and cosmetic goggles. For 1500 you
could get two actual mining crates which would serve you a lot better.
The new prices should hopefully make them more worthwhile purchases.

The new packs are meant to be generally useful items to aid in
exploration.
Lavaproof rods are a useful, if niche nice to have if you're penned in
by lava.
Binocs and GPS are good for general exploration.
Anomaly neutralizers are handy for difficult anomalies that hard or
impossible to approach normally. Case in point:

https://github.com/user-attachments/assets/cabbdb99-d425-4227-863b-ffdd6549fff1

Adds the deep core mining scanner as an individual purchase so you don't
have to pay a 1000 credit buy in for the drill if you only intend to do
missions.

Detectability changes for veins are meant to be QOL, and streamline
finding the type of vein you want, as you can now remove unwanted veins
from being tracked instead of wandering aimlessly hoping to get close
enough to another vein for the scanner to lock on.

:cl:
add: Adds binocs, lavaproof rods, gps, deep core mining scanner, anomaly
neutralizer to exploration cargo
add: You can hit veins with a deep core scanner on harm intent to stop
it tracking, and hit it again to readd it.
add: Deep core scanner fits in explorer webbing and explorer suits.
balance: Outpost Cargo exploration tab
/:cl:

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## About The Pull Request

Does what it says on the tin. Removes jitter, drool, moan, twitch, and
other similar emotes from most chems.

## Why It's Good For The Game

Who thought smoking weed makes you moan? The emotes are disruptive and
don't contribute to roleplay in any way whatsoever. Players should
handle how their blorbos act upon taking various drugs themselves. The
screams from applying styptic powder/silver sulfadiazine patches are
frankly ridiculous as well.

## Changelog

:cl:
del: Removed forced emotes from most reagents.
/:cl:
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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

:cl:
del: Removed useless vars
/:cl:

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## About The Pull Request
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Fixes the double sandwich crafting category and makes BLT crafting
recipe not borked to heck

![image](https://github.com/user-attachments/assets/354ddec7-8550-4644-a1f5-b9ef438b2fc4)


## Why It's Good For The Game

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Bugs bad, fixes good!
## Changelog

:cl:
fix: you can now make blts, rejoice
/:cl
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## About The Pull Request
Subshuttle engine prechargers which originally faced south were changed
to face east for some reason. This fixes that.
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merging your PR! -->

## Why It's Good For The Game
Subshuttle engines should charge properly.
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## Changelog

:cl:
fix: Certain Subshuttle engine prechargers have now been correctly
rotated.
/:cl:

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Bumps [webpack](https://github.com/webpack/webpack) from 5.75.0 to
5.94.0.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/webpack/webpack/releases">webpack's
releases</a>.</em></p>
<blockquote>
<h2>v5.94.0</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Added runtime condition for harmony reexport checked</li>
<li>Handle properly
<code>data</code>/<code>http</code>/<code>https</code> protocols in
source maps</li>
<li>Make <code>bigint</code> optimistic when browserslist not found</li>
<li>Move <code>@​types/eslint-scope</code> to dev deps</li>
<li>Related in asset stats is now always an array when no related
found</li>
<li>Handle ASI for export declarations</li>
<li>Mangle destruction incorrect with export named default properly</li>
<li>Fixed unexpected asi generation with sequence expression</li>
<li>Fixed a lot of types</li>
</ul>
<h2>New Features</h2>
<ul>
<li>Added new external type &quot;module-import&quot;</li>
<li>Support <code>webpackIgnore</code> for <code>new URL()</code>
construction</li>
<li>[CSS] <code>@import</code> pathinfo support</li>
</ul>
<h2>Security</h2>
<ul>
<li>Fixed DOM clobbering in auto public path</li>
</ul>
<h2>v5.93.0</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Generate correct relative path to runtime chunks</li>
<li>Makes <code>DefinePlugin</code> quieter under default log level</li>
<li>Fixed mangle destructuring default in namespace import</li>
<li>Fixed consumption of eager shared modules for module federation</li>
<li>Strip slash for pretty regexp</li>
<li>Calculate correct contenthash for CSS generator options</li>
</ul>
<h2>New Features</h2>
<ul>
<li>Added the <code>binary</code> generator option for asset modules to
explicitly keep source maps produced by loaders</li>
<li>Added the <code>modern-module</code> library value for tree shakable
output</li>
<li>Added the <code>overrideStrict</code> option to override strict or
non-strict mode for javascript modules</li>
</ul>
<h2>v5.92.1</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Doesn't crash with an error when the css experiment is enabled and
contenthash is used</li>
</ul>
<h2>v5.92.0</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Correct tidle range's comutation for module federation</li>
<li>Consider runtime for pure expression dependency update hash</li>
<li>Return value in the <code>subtractRuntime</code> function for
runtime logic</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/webpack/webpack/commit/eabf85d8580dfcb876b56957ba5488222a4f7873"><code>eabf85d</code></a>
chore(release): 5.94.0</li>
<li><a
href="https://github.com/webpack/webpack/commit/955e057abc6cc83cbc3fa1e1ef67a49758bf5a61"><code>955e057</code></a>
security: fix DOM clobbering in auto public path</li>
<li><a
href="https://github.com/webpack/webpack/commit/98223873625a029b9903d5ec6c0235b8f9fb5a66"><code>9822387</code></a>
test: fix</li>
<li><a
href="https://github.com/webpack/webpack/commit/cbb86ede32ab53d8eade6efee30da2463f0082ec"><code>cbb86ed</code></a>
test: fix</li>
<li><a
href="https://github.com/webpack/webpack/commit/5ac3d7f2cdce6da63a8dfb07e9dbbd95756bf7a2"><code>5ac3d7f</code></a>
fix: unexpected asi generation with sequence expression</li>
<li><a
href="https://github.com/webpack/webpack/commit/2411661bd1bedf1b2efc23c76d595c189425d39f"><code>2411661</code></a>
security: fix DOM clobbering in auto public path</li>
<li><a
href="https://github.com/webpack/webpack/commit/b8c03d47726a57e0dc6ba58b4f96f0e81b168268"><code>b8c03d4</code></a>
fix: unexpected asi generation with sequence expression</li>
<li><a
href="https://github.com/webpack/webpack/commit/f46a03ccbc2b96ff3552642fea0d7402f7880865"><code>f46a03c</code></a>
revert: do not use heuristic fallback for &quot;module-import&quot;</li>
<li><a
href="https://github.com/webpack/webpack/commit/60f189871a4cdc5d595663d6babadac74f2f6a7d"><code>60f1898</code></a>
fix: do not use heuristic fallback for &quot;module-import&quot;</li>
<li><a
href="https://github.com/webpack/webpack/commit/66306aa45659ef4e8dac8226798931c228fdb204"><code>66306aa</code></a>
Revert &quot;fix: module-import get fallback from
externalsPresets&quot;</li>
<li>Additional commits viewable in <a
href="https://github.com/webpack/webpack/compare/v5.75.0...v5.94.0">compare
view</a></li>
</ul>
</details>
<details>
<summary>Maintainer changes</summary>
<p>This version was pushed to npm by <a
href="https://www.npmjs.com/~evilebottnawi">evilebottnawi</a>, a new
releaser for webpack since your current version.</p>
</details>
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…harges! (shiptest-ss13#3312)

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## About The Pull Request

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Unsafetied guns have a small chance to go off and fire on their own
under select conditions, which are currently:
- Being thrown and hitting something.
- Being on a ship when it takes off or docks. (Having it stored in a
stable container eg. lockers/crates, protect it from going off)
- Falling down while carrying a gun (Shoves, slips, etc)
- Paralyzes while holding a gun
- Having your gun holstered lowers the chance of it going off from
falling down due to the aforementioned causes
- Being EMPed if it's an energy weapon.

Modifies fire_casing so it works without a user.

## Why It's Good For The Game

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Makes guns a bit more dangerous (to yourself mainly), and reinforces the
fact guns are Dangerous Weapons and you should be careful with them by
adding a mechanical reason to have your safety on outside of combat and
properly securing your weapons.

~~adds more medical gameplay due to increased injuries~~

## Changelog

:cl:
add: Unsaftied guns can go off on their own.
code: Changes ammo casing firing code so it's able to work without a
user.
/:cl:

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## About The Pull Request

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I fucked up, sorrrrryyy. I forgot to fix the chances

## Why It's Good For The Game

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worth adding. -->

Fixes good

## Changelog

:cl:
fix: Misfires no longer have 100% chance
/:cl:

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## About The Pull Request
I don't know how we've gotten this far without stable concrete mix. It's
a staple of concrete related situations.
Adds a chemical jug of concrete mix (in an ideal world this would be a
big chalky bag) to the outpost for 1000 credits.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Construction fluff. Also useful for a ship I'm planning.
<!-- Please add a short description of why you think these changes would
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worth adding. -->

## Changelog

:cl:
add: You can now purchase concrete mix at the outpost. For concrete
making.
/:cl:

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…s13#3360)

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## About The Pull Request
small optimization to reduce the size of SSmachines processing
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game

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## Changelog

:cl:
code: ctf machines now only process while ctf is running
/:cl:

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## About The Pull Request

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Original code and new alert icons by Rylie, a few bug fixes and
modifications by me, and PRed on behalf of her.

The sweating alert icons specifically are from Citadel Station

Adds comfortable temperature ranges for species. Instead of the temp
indicator only showing up when you hit dangerous temps and start taking
damage, it will now show up once you exceed your comfortable range.

Being in temperature damage is now indicated by a sweating/fan overheat
alert for organics and IPCs respectively in the case of overheating, or
shivering if you're too cold.

Comfortable temp ranges are provisional, and Im open to changing them.

## Why It's Good For The Game

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Gives a bit more nuanced feedback on your temperature, and provides a
transition state between from "you're a bit warm" to "you are now dying
of heatstroke" instead of immediately going from fine to melting alive
with no HUD warning.
## Changelog

:cl: Rye-Rice, Gristlebee
add: Comfortable Temperature ranges
imageadd: Temperature HUD alerts
/:cl: 

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## About The Pull Request

![obraz](https://github.com/user-attachments/assets/b7840360-db17-42e5-8c23-d161e59acf8f)
Woah! Best sprite showcase of 2024!


Note: Those goggles, unlike the ones that factions have, do NOT have a
sechud. They are just fancy sunglasses.

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## Why It's Good For The Game
- Probably good to have them seperated, just like how inteq did it.
- Indie sec drip.
- I REALLY want this for the shiptest-ss13#3380.

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## Changelog

:cl:
add: Added "ballistic goggles" - new indie security clothing item.
imageadd: Added Kepori bulletproof helmet sprites.
/:cl:

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https://github.com/user-attachments/assets/a8715ea0-0721-4025-8a5a-74296290ae77

Defines some pgf flavored laser turrets. Maps the light variant onto the
Crying Sun as a replacement for the weak turrets currently installed
(shouldn't be a major upgrade).
The turrets are:
Standard - uses the pgf assault rifle laser
Light - uses the pgf pistol laser
Heavy - uses the pgf sniper laser and a heavier disabler beam.

Also organizes the file slightly and renames the faction define for
solcon (solgov -> solcon)

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More turret definitions is good. Also I need these for a ship.
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:cl:
add: The PGF now has it's own turret offerings. They come in light,
normal, and heavy flavor.
/:cl:

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---------

Co-authored-by: FalloutFalcon <[email protected]>
…ips (shiptest-ss13#3344)

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## About The Pull Request

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Adds the inteq wintercoat and hoodie to the Talos, Colossus, Vaquero and
Valor uniform lockers.

## Why It's Good For The Game

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

If you're cold, the Sarathi are cold too.

The Inteq wintercoat is only obtainable as an alt pref-option to the
armor vest for enforcers, and the hoodie isn't mapped anywhere as far as
I'm aware. It'd be nice to able to see them in game more often for
aesthetic options and it's a nice flavorful thing to have to keep warm
with.

## Changelog

:cl:
add: Inteq wintercoats and hoodies in the Talos, Colossus, Vaquero and
Valor uniform lockers
/:cl:

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shiptest-ss13#3333)

## About The Pull Request

Doubles the amount of rounds in .45-70

## Why It's Good For The Game

Beacon takes the cake for The Worst Ammo Efficiency In The Game By Far
(500 credits for 12 bullets, you are Shooting 40 Credits Each Shot, the
equivalent of shooting half a Plasteel Sheet each shot)

## Changelog

:cl:
balance: .45-70 boxes increased from 12 to 18
add: .45-70 hollow point boxes and A Singular .45-70 Explosive Round is
now available in the black market
/:cl:

---------

Signed-off-by: generalthrax <[email protected]>
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## About The Pull Request
Hi! Kept you waiting, huh?

Does what it says on the tin, adding this beauty to the Hardliner's
armory!


![image](https://github.com/user-attachments/assets/71c00b2f-4814-439d-97c8-555d6f88a86a)

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## Why It's Good For The Game
We needed an elite analogue for the splinter Gorlex factions, and this
is the first one to kick things off!
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worth adding. -->

## Changelog

:cl: PositiveEntropy
add: A new and refurbished Elite Syndicate suit has just been unveiled!
/:cl:

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## About The Pull Request
turns all the stuff in map_catalogue.txt into proper defines that can be
used soon

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## Why It's Good For The Game
this should come in useful for spawning ruins of certain qualities,
scanning a planet for information about them and other use cases.

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worth adding. -->

## Changelog

:cl:
code: added ruin tags to ruin map templates to be used soon for stuff.
/:cl:

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## About The Pull Request
Wow, didn't expect me to be back so early huh?

The Main Gorlex Splinters now have Winter Coats!

![image](https://github.com/user-attachments/assets/10926115-0384-4592-b4bf-8d2bab7fe84a)

![image](https://github.com/user-attachments/assets/f4ae8f99-98f2-42f0-8c52-326a6a0c0308)

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## Why It's Good For The Game
I never want to hear the excuse of "It gives cold protection" for
wearing a hermit uniform in an NGR ship ever again.
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worth adding. -->

## Changelog

:cl: PositiveEntropy
add: Gorlex Splinters now have winter coats!
/:cl:

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## About The Pull Request
Hacks some stuff onto the code for turrets and turretid machines so that
they can see turrets outside the area (thanks fallcon). Applies this to
every single ship so that ship turrets are a little less weird.
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## Why It's Good For The Game
Extendable + Useful for mappers. Also less area gore.
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## Changelog

:cl:
code: Ship Turrets can now be attached to control consoles outside the
area they are in. please look at ship maps for examples on how.
add: Every single ship with turrets now does the above
/:cl:

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## Why It's Good For The Game

![obraz](https://github.com/user-attachments/assets/71ba7d3d-7152-4de1-ba8b-398a6bcb993e)

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worth adding. -->

## About The Pull Request
Yeah. _Someone_ forgot to define the faction.
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## Changelog

:cl:
fix: Panacea-class is no longer an independent ship.
/:cl:

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Overteh and others added 24 commits October 5, 2024 22:58
Фикс стыковки к лонеру. Теперь к лонеру можно стыковаться!!!!
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