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[TM ONLY] Ambience tweaks - #110

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[TM ONLY] Ambience tweaks#110
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About The Pull Request

@FalloutFalcon
FalloutFalcon requested a review from a team as a code owner July 31, 2026 04:11
This was referenced Aug 2, 2026
@Andreuuss Andreuuss mentioned this pull request Aug 4, 2026
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the Apocrypha XIII Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself.

@github-actions github-actions Bot added the Stale label Aug 8, 2026
chazzyjazzy pushed a commit to DarkPack13/SecondCity that referenced this pull request Aug 9, 2026
## About The Pull Request
Tested in ApocryphaXIII#110
## Why It's Good For The Game
too many crows.
## Changelog
:cl:
tweak: Raises cooldown on ambience sounds
/:cl:
drgnmstrc added a commit to drgnmstrc/SecondCity that referenced this pull request Aug 10, 2026
commit 291752f5795d371b954ed73702538ef67503791b
Merge: cc73cef29d7 a4af3c014e3
Author: drgnmstrc <59076929+drgnmstrc@users.noreply.github.com>
Date:   Sun Aug 9 17:44:26 2026 -0400

    Merge branch 'master' of https://github.com/drgnmstrc/SecondCity

commit a4af3c014e38c5144e522e7f506e1ef5f1ef4f73
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Sun Aug 9 05:28:58 2026 +0000

    Automatic changelog for PR #1356 [ci skip]

commit d7b5ddea10e99d0cd5c1bb30f6f7a119530a865c
Author: Stutternov <47883419+Stutternov@users.noreply.github.com>
Date:   Sun Aug 9 01:28:35 2026 -0400

    Dollar Stack Size Adjustment (#1356)

    ## About The Pull Request

    Very simple 1 line change - sets the 'full' (1,000 ) dollar stack to be
    small size instead of deciding to up itself to a normal sized item
    suddenly.

    Dollars are tiny, so a full stack should be a small wad of cash. This
    makes 1,000 dollar stacks able to fit in boxes and such but they'll
    still take up space.

    ## Why It's Good For The Game

    Money was very cumbersome where 8k was enough to fully fill a bag. Now
    it would take a bit more than 8k, making money still cumbersome due to
    the fact it's a small item - not tiny - so it'll fill inventory slots up
    still. But now it'll fit in your pocket, your wallet, a box, etc.

    ## Changelog
    :cl:
    add: Adjusts size of 1,000 dollar stack from normal to small.
    /:cl:

commit dacfea04be55135003fbfae38ee6f7c058400794
Author: Lucy <lucy@absolucy.moe>
Date:   Sun Aug 9 01:28:01 2026 -0400

    ACTUALLY allow Open Seal to unlock cars (#1363)

    oh my god im stupid how did i miss this

commit 21b51852eb1652db28ae30b930912419630f9e19
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Sun Aug 9 00:27:45 2026 -0500

    Tweaks ambience cooldown (#1367)

    ## About The Pull Request
    Tested in https://github.com/ApocryphaXIII/Apocrypha13/pull/110
    ## Why It's Good For The Game
    too many crows.
    ## Changelog
    :cl:
    tweak: Raises cooldown on ambience sounds
    /:cl:

commit c99a6fb92b9a22b79f3f741f2cc37ec222e6d21a
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Sat Aug 8 12:02:21 2026 +0000

    Automatic changelog for PR #1349 [ci skip]

commit d5800ebdb023a812975cc81870571db3a19894e0
Author: dwinters99 <65516417+dwinters99@users.noreply.github.com>
Date:   Sat Aug 8 08:01:58 2026 -0400

    adds subs to bubway (#1349)

    ## About The Pull Request
    paynt got paid money for this but i didn't frowny face.
    adds submarine sandwiches to bubway.
    ## Why It's Good For The Game
    bubway doesn't have bubmarine sandwiches. wtf.
    ## Changelog
    :cl:
    add: submarine sandwiches (4 types)
    /:cl:

commit 200333198c5196f0bd0f9a69eb5a6a40d0794e47
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Sat Aug 8 12:01:50 2026 +0000

    Automatic changelog for PR #1357 [ci skip]

commit f315c6a72b52de85f6957b939e62ec04fb3ffd62
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Sat Aug 8 05:01:28 2026 -0700

    Removes Darkpack ban options - Add LOOC to Abtract category (#1357)

    ## About The Pull Request

    Removes Darkpack ban options and adds LOOC to the Abstract category
    where it belongs

    ## Why It's Good For The Game

    doesn't need its own category when it can go into Abstract

    ## Changelog
    :cl:
    admin: Removed Darkpack Ban Options and moved LOOC ban to the Abstract
    category.
    /:cl:

    ---------

    Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

commit 0ee542b7dc3bc8e168abe5860807a74d9d589c62
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 8 01:22:35 2026 +0000

    Automatic changelog compile [ci skip]

commit e09c81883ac37f9fbf71a71a33de2a9be80f263b
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Fri Aug 7 22:07:55 2026 +0000

    Automatic changelog for PR #1291 [ci skip]

commit 77d95bd92826f5b8c7c0528cc33cb26b38db14ad
Author: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Date:   Fri Aug 7 18:07:33 2026 -0400

    Police Requisitions Console (#1291)

    ## About The Pull Request

    cheap gear for cop players to enforce the law

    ## Why It's Good For The Game

    cheap gear for cop players to actually stand a chance

    ## Changelog

    :cl:
    add: adds a police requisitions console, where police
    officers/captains/sergeants/fbi can purchase dirt-cheap lethal weaponry
    to stand a fighting chance against vampires and werewolves
    /:cl:

    ---------

    Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

commit 56be5c6cc279dd74f48b1d3c122960013103beaf
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Fri Aug 7 20:21:40 2026 +0000

    Automatic changelog for PR #1304 [ci skip]

commit 84856b540ec50f0913205222ffb414450d96a169
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Fri Aug 7 15:21:12 2026 -0500

    readds commendations hearts (#1304)

    ## About The Pull Request
    Readds commendations hearts becuase they arent happening anymore due to
    the shuttle not being called.
    night end CAN be prettty far away from round end but depends on config
    so its about the best marker of a round coming to a close we have.
    ## Why It's Good For The Game
    Sovl erp hearts.
    ## Changelog
    :cl:
    add: Commendation hearts occur when the night ends
    /:cl:

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 533fadecb15c21196d80aff251577cf0542bc64b
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Fri Aug 7 20:18:21 2026 +0000

    Automatic changelog for PR #1353 [ci skip]

commit 209ad6ecc8034f658e9bd9c8658c1817551df956
Author: lpeapnni <126727752+lpeapnni@users.noreply.github.com>
Date:   Fri Aug 7 15:17:54 2026 -0500

    fix phantom speaker targets list (#1353)

    ## About The Pull Request
    the targets variable for phantom speaker was never properly initialized.
    this fixes that.
    ## Why It's Good For The Game
    Makes It Work :]
    ## Changelog
    :cl:
    fix: Fixes targets list never being properly initialized for Phantom
    Speaker
    /:cl:

commit 5f9c62b8db422457b7f1e79887911be30f0c23a0
Author: Lucy <lucy@absolucy.moe>
Date:   Fri Aug 7 01:33:14 2026 -0400

    don't spawn NPCs during unit tests (+minor `SShumannpcpool` fixes) (#1346)

    ## About The Pull Request

    this simply disables the NPC spawning pool stuff during unit tests.
    because spawning random NPCs and respawning them if they die is _asking_
    for flaky failures.

    also properly remove npcs from from `SShumannpcpool.currentrun` when
    they're destroyed and slightly cleans up `SShumannpcpool.fire()`

    ## Why It's Good For The Game

    less overhead and issues for unit tests

    ## Changelog

    no player-facing changes at all, only affects unit tests

commit 68029d2d56f8dcc563a137fcc31437fd1ed90535
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Fri Aug 7 05:29:30 2026 +0000

    Automatic changelog for PR #1344 [ci skip]

commit 6c6bb3bb8d61310e4ee343b1a33adc1445dfd7b9
Author: Lucy <lucy@absolucy.moe>
Date:   Fri Aug 7 01:29:08 2026 -0400

    allow you to see phone numbers on examine (+ clean up some phone shitcode) (#1344)

    ## About The Pull Request

    made it so you can see a phone's number by examining it (albeit you have
    to be holding it)

    also did a lot of shitcode cleanup. it's still kinda shitcode but it's
    slightly a tiny bit better now.

    also deleting endpost forums only checked for admin client-side lmao

    ## Why It's Good For The Game

    kinda stupid you have to call someone else / get someone else to look at
    ur published number to see ur own phone number

    too lazy to make it a memory so this is better for now i guess

    also shitcode cleanup good

    ## Changelog
    :cl:
    qol: You can now see your phone number by examining your phone.
    code: Cleaned up a lot of phone shitcode.
    /:cl:

commit 65ed11ccb4782aa995db5a00e40fdc0baa4fa967
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Fri Aug 7 05:15:31 2026 +0000

    Automatic changelog for PR #1219 [ci skip]

commit 5d3f57fc0b54f9f2e21921286503c8ef8c540b5e
Author: baabass1 <yakubumohammedabass@gmail.com>
Date:   Thu Aug 6 22:15:08 2026 -0700

    Fix missing inhand icon state for door shield (#1219)

    ## About The Pull Request

    This pull request fixes the missing in-hand icon state for the door
    shield item.

    The issue was caused by the door shield defining `icon_state = "door"`
    but not defining `inhand_icon_state`, preventing the correct sprite from
    being displayed when the item is held.

    This change adds the missing

    ```dm
    inhand_icon_state = "door"
    ```

    assignment to the door shield item definition in
    `modular_darkpack/modules/doors/code/door_item.dm`. No sprite assets or
    gameplay behavior were modified.

    ## Why It's Good For The Game

    This change restores the intended in-hand appearance of the door shield
    by ensuring the correct sprite is displayed when the item is held. The
    fix is minimal, reuses the existing sprite assets, and does not affect
    gameplay or unrelated systems.

    ## Changelog

    :cl:
    fix: Fixed the door shield not displaying its correct in-hand sprite
    when held.
    code: Added the missing `inhand_icon_state` assignment for the door
    shield item.
    /:cl:

commit 08f5f66ccdaf55dff574dd04bf9d133d7004daaf
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Fri Aug 7 04:56:57 2026 +0000

    Automatic changelog for PR #1338 [ci skip]

commit 80c598b6585501b8c8b75237002728caa5b9bb00
Merge: adbdaf90180 48772c187fc
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Thu Aug 6 23:56:37 2026 -0500

    TG Pull 8/1/26 (#1338)

    ## About The Pull Request
    Pulls the latest TGStation commits to keep us up-to-date
    Please dont squash this one!!!

    Another complete fuckin rework to ai to be a awesome ass tree. Corvids
    get expanded behavoir due to this.
    html the escape menu

    ## Why It's Good For The Game
    MODERN CODE

    ## Changelog
    :cl: Beautiful TG coders
    code: TG Pull. Thank you TG.
    /:cl:

commit adbdaf901801c60ac5081fbee00c44abe98c5ddf
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Aug 7 02:33:08 2026 +0000

    Automatic changelog compile [ci skip]

commit e2a5918b41a13b2c3f9c95cab6d824e92e1bf1eb
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Thu Aug 6 19:36:06 2026 +0000

    Automatic changelog for PR #1336 [ci skip]

commit 2bc8e1c6d07d5f1830df4ab4f93e15da69b2c340
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Thu Aug 6 17:45:26 2026 +0000

    Automatic changelog for PR #1255 [ci skip]

commit fc2d45017b3629b252b210fec9b3fb274b705212
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Thu Aug 6 10:42:23 2026 -0700

    Detective UI (#1336)

    ## About The Pull Request

    Adds the detective UI as a possible option. Its color scheme and theme
    reasonably fits the codebase I think. I added the dice icon as well dont
    worry.

    <img width="1757" height="1384" alt="image"
    src="https://github.com/user-attachments/assets/95e73342-ba98-4fbb-afa6-f1f8de9918f1"
    />

    <img width="367" height="222" alt="image"
    src="https://github.com/user-attachments/assets/b8103990-e836-412d-8bc6-26bb352a1521"
    />

    ## Why It's Good For The Game
    Waiter waiter! I'd like another UI choice please!

    ## Changelog
    :cl:
    add: Detective UI is now a possible UI to choose from in preferences.
    /:cl:

commit a999ac856b005f9e625f18c4990739ab948ae727
Author: Lucy <lucy@absolucy.moe>
Date:   Thu Aug 6 13:39:21 2026 -0400

    fix a minor runtime with deactivating discipline powers (#1345)

    ## About The Pull Request

    title. super simple runtime fix (yes this runtime was observed live)

    ## Changelog

    no player-facing hcanges

commit cb9c602c968d4f83dbc42c916b0ac4e332b78eeb
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Thu Aug 6 12:37:09 2026 -0500

    Fixes masquerade breaching clan spawns (#1255)

    ## About The Pull Request

    Nossie wont get ripped out of deathmatches and other spawns.
    <img width="941" height="987" alt="image"
    src="https://github.com/user-attachments/assets/571e8efe-1a5a-431d-845f-7d6751f449d9"
    />

    I can also set my own loadout items and if they protect you, your shit
    wont get replaced.
    <img width="958" height="1014" alt="image"
    src="https://github.com/user-attachments/assets/6d66a2bb-df3f-4032-85fd-5b4d6b0d1f5c"
    />
    ## Why It's Good For The Game
    Fixes https://github.com/DarkPack13/SecondCity/issues/848
    Fixes
    https://github.com/The-Final-Nights/The-Final-Nights-Rebase/issues/388
    ## Changelog
    :cl:
    fix: Masquerade breaches no longer get smuggled out of deathmatch arena
    and other spawns not meant to send them to the sewers
    fix: Loadout items wont get replaced by robes and masks assuming they
    cover your breaches
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 48772c187fce6264a3293206dab9369a42c20afa
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Thu Aug 6 01:24:27 2026 -0500

    update screenshot for tg pull

commit 5726024b78178eb7d77fda6d30ea2e4ed1174417
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Thu Aug 6 00:35:16 2026 -0500

    fix unit tests for tg pull

commit 3bce10f1e73cc1f7bf333064a73432af0f01dd91
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Wed Aug 5 23:53:09 2026 -0500

    fix a strange compile fail im not sure why is exlusive to us but doesnt matter

commit 5fa00b95e813356cb660f2b771422663879454bb
Merge: 4ce29cbb679 b10eb33593f
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Wed Aug 5 22:56:04 2026 -0500

    Merge branch 'master' of https://github.com/DarkPack13/SecondCity into darkpack-pull-8-1-26

commit b10eb33593f804e5a8dbf2038a3d6b2e85ca23f9
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Thu Aug 6 02:23:38 2026 +0000

    Automatic changelog compile [ci skip]

commit 120d63459194ad5d2321e17bcc0c8e37ab96a451
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Wed Aug 5 14:31:19 2026 -0500

    Resync `install_byond.sh` to TG (#1341)

    ## About The Pull Request
    Syncs us back up with TG at
    https://github.com/tgstation/tgstation/blob/master/tools/ci/install_byond.sh
    The website is missing versions we need and is depricated.
    <img width="866" height="236" alt="image"
    src="https://github.com/user-attachments/assets/344eb528-e87d-453c-b8c7-ab8b206a731a"
    />
    And it ought to be a FALLBACK instead of the main option anyway. I will
    go and pr a fallback url to TG.

commit 0e4405dd81100a7337c48b116d37d918a7d1b974
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Wed Aug 5 19:29:11 2026 +0000

    Automatic changelog for PR #1340 [ci skip]

commit 6db6808f213e728abea98092a61d9b05b5d5c432
Author: Stutternov <47883419+Stutternov@users.noreply.github.com>
Date:   Wed Aug 5 15:28:40 2026 -0400

    Nerfs Acute Hearing (#1340)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    I've been using this trait and it feels a bit.. too strong.

    A person standing 4 tiles away from me can be heard with full clarity,
    as the 'hearing distance' is effectively the number assigned +1

    With this change it changes it from clear coherent hearing at 4 tiles
    apart down to 2. So you can hear whispers clearly 1 extra tile away, and
    jarbled ones at another tile after that.

    This change does nerf it but it feels still useful, given even if you
    can't hear full whispers ~3 tiles away from you, you get some of the
    jarbled text to match it up.

    ## Why It's Good For The Game

    This made whispering really pointless with how many people can hear it.
    Sure, there's a level of masquerade to it but it makes entire non-masq
    breaching things whispered heard by a lot of people due to how cheap the
    trait is.

    I feel either this should be merged, or a increase in the merit's cost
    if it has that range.

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and its effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    :cl:
    balance: Reduces bonus tiles on acute hearing from 3 to 1 (hearing
    whispers 4 tiles away down to 2)
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit d664cdff86b9fd215e33a1c9a20f37311970ebe0
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Wed Aug 5 19:28:30 2026 +0000

    Automatic changelog for PR #1301 [ci skip]

commit 6aa6f784818ffac5c6661af572f676d70181c537
Author: Stutternov <47883419+Stutternov@users.noreply.github.com>
Date:   Wed Aug 5 15:27:58 2026 -0400

    TFN Port - Brass Knuckles (#1301)

    ## About The Pull Request

    Ports a PR from TFN's github that I made adding brass knuckles to the
    illegal vendors.

    These add unarmed efficiency and unarmed damage when worn by the user,
    letting them do more damage when unarmed punching when worn.

    Spiked knuckles are given to the Baron currently, though could instead
    just be taken and added to the supply console etc instead if preferred.
    The functional difference between it and brass knuckles is just that
    spiked ones have pointy damage akin to a spear to the user's unarmed
    punches.

    ## Why It's Good For The Game

    Adds more unarmed viability to the game, was tested and seemed positive
    response over on TFN to brass knuckles.

    ## Changelog
    :cl:
    add: Adds brass knuckles to the game and illegal vendor.
    add: Adds spiked knuckles to the Baron.
    /:cl:

    ---------

    Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

commit 2aa0b2db78e84535c60a026203df09553d1c22c1
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Wed Aug 5 19:27:10 2026 +0000

    Automatic changelog for PR #1302 [ci skip]

commit e6a91abf9417cf3b3d8b05e3f10466bff64dab8d
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Wed Aug 5 19:26:52 2026 +0000

    Automatic changelog for PR #1330 [ci skip]

commit 796790add1a829eb0105e319f4ead99cc747cf54
Author: cam_dev <59076929+drgnmstrc@users.noreply.github.com>
Date:   Wed Aug 5 15:26:49 2026 -0400

    [BOUNTY]More crosses and QoL features for them (#1302)

    ## About The Pull Request

    This PR adds the hunter's ID (that is, a gold cross), as a starting
    loadout item, alongside two new crosses, the silver and gothic crosses.
    Gold crosses were bumped up to $30, silver crosses are $25, while gothic
    crosses can be purchased for $20 at the costume store (at least until I
    get around to making a Hot Topic PR and move it there).

    You can also wear crosses on your neck or belt.
    ## Why It's Good For The Game

    Crosses are certainly one of those things in the United States you'll
    see everywhere, in great numbers, especially the further back in time
    you go. It makes sense for anyone to have the option to start with one,
    especially since religion is such a strong vehicle for manipulation and
    roleplay in the setting.

    A small enough proportion of the creatures in the setting are affected
    by holy symbols to where the people playing them should be ready for
    them in large numbers anyways, and I think it's more interesting to
    balance them around this quantity.

    ## Testing

    <img width="669" height="382" alt="image"
    src="https://github.com/user-attachments/assets/f6e1d68a-6623-48cf-861e-1a39443d6618"
    />

    <img width="863" height="312" alt="image"
    src="https://github.com/user-attachments/assets/fa61bfef-50af-4606-9947-00283029d07a"
    />

    <img width="86" height="78" alt="image"
    src="https://github.com/user-attachments/assets/3f7360b7-cf1c-49cb-9485-6fc54b20de75"
    />

    <img width="69" height="85" alt="image"
    src="https://github.com/user-attachments/assets/670b4649-61c3-49b0-b44d-a123783301a4"
    />

    <img width="73" height="75" alt="image"
    src="https://github.com/user-attachments/assets/6c41c1a8-40f6-425f-b7c2-d2ade37faafc"
    />

    ## Changelog

    :cl: cam_dev
    add: added crosses to loadout menu
    qol: crosses can be worn on belt and neck
    image: added two new cross sprites
    /:cl:

commit 1a2950bc64d751625cef4e5cb8cf65eb22f82129
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Wed Aug 5 14:26:30 2026 -0500

    Fixing infinite teleport move loop (#1330)

    ## About The Pull Request
    See https://github.com/tgstation/tgstation/pull/97334
    This bug was copied from that proc
    ## Changelog
    :cl:
    code: Fixes infinite loop caused by teleport moving while having a
    looped chain of grabbed mobs
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 17417ff77f7f292fedca350947cd38f697c7dc4e
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Wed Aug 5 02:17:58 2026 +0000

    Automatic changelog compile [ci skip]

commit 2618f2a24716e1e80864c8a205309e66ade6afe2
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 20:05:30 2026 +0000

    Automatic changelog for PR #1308 [ci skip]

commit fbd3560ced3ca069787ae6a8711ef295eda88a6f
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 20:05:20 2026 +0000

    Automatic changelog for PR #1288 [ci skip]

commit 7f71e2d53181092796b29a8e65f745b43e1e6095
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 20:05:06 2026 +0000

    Automatic changelog for PR #1318 [ci skip]

commit 13139b6c13b69cc30936b0b78fee5714404a929d
Author: breadcrombs <109193991+breadcrombs@users.noreply.github.com>
Date:   Tue Aug 4 16:04:53 2026 -0400

    Gives vicissitude horror form ability to see through yourself (#1308)

    ## About The Pull Request
    Gives vicissitude horror form ability to see through yourself, this
    should probably also be extended to garou warforms and such but it's
    really only the horrid form that makes it hard to see if anyone is a
    tile above you
    <img width="304" height="270" alt="Screenshot 2026-07-31 133035"
    src="https://github.com/user-attachments/assets/0fad3528-34b3-4556-959b-cce2ba177a4f"
    />
    <img width="232" height="244" alt="Screenshot 2026-07-31 133039"
    src="https://github.com/user-attachments/assets/cfb48744-b9dc-4404-a0cb-da5bac4543da"
    />
    ## Why It's Good For The Game
    This prevents hitting yourself or unable to hit something when its above
    you in horrid form
    ## Changelog
    :cl:
    qol: see through can be toggled on the vicissitude horror form
    /:cl:

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 1329aad97aa7b78b8c06e78ab218e2bd5c35b456
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Tue Aug 4 15:04:38 2026 -0500

    Seizure Flaw/Deformity (#1318)

    ## About The Pull Request
    Adds the seizure flaw/deformity from wta20.

    If you botch a none spammy roll. You get stunned to the floor and shaky.

    Bounty
    https://discord.com/channels/1393132000583618701/1517636261798482042
    ## Why It's Good For The Game
    More flaws c:
    Evetunally used as a required deformity for crinos-born.
    ## Changelog
    :cl:
    add: Seizure Flaw/Deformity
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 3682e86835860132f6dcef98c716cd5b58f17448
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 20:02:29 2026 +0000

    Automatic changelog for PR #1333 [ci skip]

commit 257ccfe62a97d1d5c3e80a28ccf9e86100b6a82c
Author: cam_dev <59076929+drgnmstrc@users.noreply.github.com>
Date:   Tue Aug 4 16:01:48 2026 -0400

    "I Nonni" job for Giovanni (#1333)

    ## About The Pull Request

    <img width="268" height="126" alt="image"
    src="https://github.com/user-attachments/assets/6b6f1c18-1956-46dc-83e4-5ed9fd853ba2"
    />

    Adds a nonni role for the Giovanni family, for the nonno and nonna
    elders of the Clan. They must be 10th generation or older, at least 80
    mortal years and 200 immortal years old. Their focus is more on the more
    secretive business practices of the family, providing hospitality to
    guests at the manor, and guiding the family youth. There can be two -
    one on Westfield Mall.

    Humans and ghouls can also be nonni, maintaining the requirement of
    being at least 80 years old.

    ## Why It's Good For The Game

    An extra layer of hierarchy to showcase the highly organized structure
    of the family. These ancient souls should help the family with
    maintaining a public face while still giving time to their dark arts,
    and add a fun dimension to the family dynamic. Enshrining them
    officially as a role is a nice way of distinguishing them, as the
    Giovanni are very respectful of their elders. Seemingly this role does
    exist in the TTRPG so it should be lore-friendly.
    ## Changelog
    :cl: cam_dev
    add: "I Nonni" role for Giovanni elders
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 0a1df1a5fd2f41f1e4b852a212b7cb4f2cd57784
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 20:01:34 2026 +0000

    Automatic changelog for PR #1306 [ci skip]

commit 932d47e6a49897a44560157035b29ba05082598d
Author: buffyuwu <buffyvrc@gmail.com>
Date:   Tue Aug 4 16:01:04 2026 -0400

    tfn port of corax waddling, wing flap sounds (#1306)

    ## About The Pull Request

    tfn port of corax waddling, wing flap sounds
    <img width="250" height="182" alt="dreamseeker_jyuSF5K7tf"
    src="https://github.com/user-attachments/assets/34703b2c-9766-4e12-8880-2cbcad38bf73"
    />

    ## Changelog
    :cl:
    add: plays a sound when corax toggle flight
    add: gives corax a waddle when walking in bird form
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 64218a7a5501a997bd6e2599b4b0061d2aaf66c1
Author: buffyuwu <buffyvrc@gmail.com>
Date:   Tue Aug 4 16:00:19 2026 -0400

    ports discipline stat descriptions from TFN (#1288)

    ## About The Pull Request
    <img width="401" height="243" alt="image"
    src="https://github.com/user-attachments/assets/991d3a7c-d058-45bd-8676-9fce9839c7a2"
    />

    ## Changelog
    :cl:
    add: ported discipline stat descriptions from TFN
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
    Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>

commit 4ce29cbb6790b205d91dbc30891f49f6451125ec
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Tue Aug 4 11:36:28 2026 -0500

    runs updatepaths for tg pull

commit b25bd4bed58b7e7d6eda9137112053f244a2ed26
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Tue Aug 4 11:30:44 2026 -0500

    reworks darkpack's old ai controllers to new behavoir tree system
    minor behavoir reworks like corvid's theft being more intresting

commit e75b631ab11ed8a5684b7d10e4f85e58242f0e72
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Tue Aug 4 02:20:50 2026 +0000

    Automatic changelog compile [ci skip]

commit f8fd69b478c49124275ce271fe14c1efd29d96e8
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Mon Aug 3 19:39:07 2026 -0500

    update contribution guide (#1294)

    ## About The Pull Request
    Guide says TG alot and has some outdated info, but more importantly, it
    says nothing for AI which we do have a strong policy for atleast
    internally.

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 47ac0dc9aa0be913fd2d9606bf6e07e910cfd137
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 00:38:32 2026 +0000

    Automatic changelog for PR #1312 [ci skip]

commit 23caf544e387fec734c3f819bcada76560cce0e5
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Mon Aug 3 19:38:06 2026 -0500

    Lazylist stat lists (#1312)

    ## About The Pull Request
    Free memory.
    ## Why It's Good For The Game
    Each mob has alot of stats. This means they have a lot of lists. Lists
    eat memory
    ## Changelog
    :cl:
    code: makes some stat lists properly lazylists
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 18003d17d2db58a4b34ba49cf90c216038cde6bf
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Tue Aug 4 00:37:08 2026 +0000

    Automatic changelog for PR #1334 [ci skip]

commit cfeaaab983253293a3a6c5a50194e2d570b3f412
Author: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Date:   Mon Aug 3 19:36:46 2026 -0500

    st_stat changes that affects the mob is handled better (#1334)

    ## About The Pull Request
    Shifts them from flags it checks for in a loop to just directly calling
    a proc as only one stat has these flags making them kinda pointless.
    ## Why It's Good For The Game
    Ensures its easier to write code that changes mob stats based on there
    stats and that its easy to make sure its ALWAYS updated and doenst need
    a helper called after every update.
    ## Changelog
    :cl:
    code: Changing stats based on stamina or dexterity is handled smarter
    /:cl:

commit 7184a3b963f6f070a8d34ef5765e0882063164a4
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Mon Aug 3 19:00:26 2026 +0000

    Automatic changelog for PR #1335 [ci skip]

commit e932181729fededccc7fa97b1ec3a3b526c81354
Author: Lucy <lucy@absolucy.moe>
Date:   Mon Aug 3 14:59:55 2026 -0400

    allow Open Seal to unlock cars (#1335)

    ## About The Pull Request

    upstream port of https://github.com/Monkestation/crimson-grid/pull/95

    exactly what it says on the tin - Open Seal now works on cars too.

    ## Changelog
    :cl:
    add: Open Seal can now unlock cars.
    /:cl:

commit 6ce6fb207a7a2e066c10ac4ee3100440f45109fe
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Mon Aug 3 16:08:15 2026 +0000

    Automatic changelog for PR #1313 [ci skip]

commit 74c209296845a57535a95fa33a51f5b018b66313
Author: Kailey <potatopie34@gmail.com>
Date:   Tue Aug 4 02:07:44 2026 +1000

    TV directionals :) (#1313)

    ## About The Pull Request

    Adds proper subtypes & directionals for the fluffy TVs
    THEYRE EVEN ANIMATED HOW FREAKING AWESOME IS THAT
    Credit to GhoulPen for the new sprites

    ## Why It's Good For The Game

    More directionals are a mapping win.

    <img width="414" height="418" alt="dreamseeker_Px5BaFwPIW"
    src="https://github.com/user-attachments/assets/9adbb202-6dfc-4da0-8694-45deff9b3b1f"
    />

    ## Changelog

    :cl: KCartridge
    add: proper TV subtypes
    add: directionals for TV
    /:cl:

commit e8098f11aa6721b08fc3c164dee6ec17d47c5e98
Author: darkpack13-api[bot] <220339179+darkpack13-api[bot]@users.noreply.github.com>
Date:   Mon Aug 3 15:45:51 2026 +0000

    Automatic changelog for PR #1309 [ci skip]

commit 7e6099e943a78f79056b98a0b6a522604722d0a4
Author: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Date:   Mon Aug 3 11:45:29 2026 -0400

    red news landmark (#1309)

    ## About The Pull Request

    landmark for the red news guy

    ## Why It's Good For The Game

    linters bleh

    ## Changelog

    :cl:
    code: adds a landmark for the red news reporter
    /:cl:

commit cc73cef29d7831b388bcc93b0416414a52ee6d43
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Mon Aug 3 01:53:22 2026 +0000

    Automatic changelog compile [ci skip]

commit 0959168d7a7170c1243a2e679cf9d82b0976597a
Merge: 9a0e0a9242d 197496bca0e
Author: FalloutFalcon <falloutfalconplays@gmail.com>
Date:   Sun Aug 2 20:27:15 2026 -0500

    yoiu Merge branch 'master' of https://github.com/tgstation/tgstation into darkpack-pull-8-1-26

commit 8fe2b710cb41a28491b5e0ffcabcea260f4e5695
Author: Lucy <lucy@absolucy.moe>
Date:   Sat Aug 1 21:17:15 2026 -0400

    give corax night vision so they can snoop on people better (#89)

commit 197496bca0ee32b9883b09df09aca6a970ff46a7
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sun Aug 2 01:03:20 2026 +0000

    Automatic changelog for PR #97290 [ci skip]

commit e60bd9ec278fea3babf11fa609d95ad86655f993
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Sat Aug 1 21:03:01 2026 -0400

    Slightly better bounty list UI (#97290)

    ## About The Pull Request

    I got annoyed at the spacing in between lines.

    <img width="421" height="504" alt="image"
    src="https://github.com/user-attachments/assets/5f286cb2-7dc4-4c98-9c86-85f7765b0d4c"
    />

    ## Why It's Good For The Game

    Very minor change

    ## Changelog

    :cl:
    spellcheck: Cargo bounty list printout now has a slightly better UI.
    /:cl:

commit 37e01449c91a769313ab70a0569f75cd8f3e9d79
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sun Aug 2 00:00:26 2026 +0000

    Automatic changelog compile [ci skip]

commit 9ac3c32e9e36b8641b64f3ea5a697fdff341fa14
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 21:11:33 2026 +0000

    Automatic changelog for PR #97306 [ci skip]

commit cba7bc140238c2b2495d517c0cdca45d722e0681
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Sat Aug 1 23:11:08 2026 +0200

    [NO GBP] Felinids are no longer TOO dumb (#97306)

commit 0724c7e9542f21ca9781bc4ea032486bfc4742b7
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 21:04:12 2026 +0000

    Automatic changelog compile [ci skip]

commit 7f739ad8351153e5fd10c6e538239c49627d2dda
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 18:44:49 2026 +0000

    Automatic changelog for PR #97204 [ci skip]

commit 87671aec22d4dbc36e3d65de55e49475e23c3c5e
Author: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Date:   Sat Aug 1 20:44:27 2026 +0200

    Refactors blessing into an element/trait combo rather than an object (#97204)

    ## About The Pull Request

    Currently turf blessing is an object that is ``locate()``d whenever we
    want to check if a turf is blessed or not, there's no reason not to have
    it be a trait and handle cult TP blocking and chaplain-exclusive visuals
    via an element, which is what this PR does.

    ``/obj/effect/blessing`` was kept for mapping purposes as we use it on a
    few maps I believe, but it just assigns the element to the turf and
    deletes itself right after.

    ## Why It's Good For The Game

    Don't hog memory with useless objects or waste time on their creation
    whenever one of the domains that uses blessings loads/we bless turfs in
    an AOE with a smoke machine if we can handle it with an element/trait
    combo, makes checking for blessings more intuitive (trait check vs
    object locate)

commit f4e350e2a0158ef5c726c5207bf3f6dc5a28dfed
Author: CabinetOnFire <279736348+CabinetOnFire@users.noreply.github.com>
Date:   Sat Aug 1 20:15:40 2026 +0200

    Adds "do-once" decorator in BT (#97254)

    ## About The Pull Request
    Something goof needed for his mobs. Useful for effects that should only
    happen once. This decorator basically locks once the child has ran,
    optionally only locking if the child succeeded.

    Do-once can be reset by calling UNLOCK_DO_ONCE or running
    /datum/bt_node/ai_behavior/unlock_do_once

    ## Why It's Good For The Game
    useful for specific behaviors that should run only once (e.g. only play
    you roar animation the first time you enter combat)

commit a55f5f4d7417b458b60295f73e59fab0f4611d65
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 18:00:30 2026 +0000

    Automatic changelog compile [ci skip]

commit 85a5cf743ab4d1335e6a1fcc2c5a99a410818614
Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Date:   Sat Aug 1 10:54:35 2026 -0700

    Adds profiling for our pooling subsystem, alongside some code cleanup (#97156)

    ## About The Pull Request
    Pulled over from an old pr of mine. The idea is to just smash everything
    in the subsystem at the wall X times and see how pooling compares to
    normal operations.

    ## Why It's Good For The Game

    I'm pring this now because with the tracy stuff we have more interest in
    pooling, and this is an important part of not accidentially pooling rods
    to try and speed up explosion code (it's slower, I promise, this is how
    I found out)

commit 11bafd748f09d381bb70ab1636c950cf9d3d4208
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 17:53:45 2026 +0000

    Automatic changelog for PR #96956 [ci skip]

commit 299d8a6433e38f575f48a70597df3e2584c9fc63
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Sat Aug 1 19:53:16 2026 +0200

    More is_species() conversion to less hardcoded checks. (#96956)

    ## About The Pull Request
    This time, I take care of a bunch of is_species() checks for roundstart
    races, as well as pod and jellypeople. Surprisingly, this was WAY less
    work than the other PR, but that's also because many of the species
    checks for jellypeople and ethereal cannot be touched at the moment
    because they're tied to features like jellypeople abilities and ethereal
    glowing skin color mechanics.

    This PR also makes cats and not just catpeople follow laser pointers as
    well.

    ## Why It's Good For The Game
    If we are moving away from features being directly tied to a species,
    then we need to get rid of a bunch of species checks as well.

commit 0cc888f4466475acc6731d9ef83b7ac8a016be2a
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 17:52:07 2026 +0000

    Automatic changelog for PR #96945 [ci skip]

commit 6021040ecf4ab56ac6d426dab01235265bf9f678
Author: Ghom <42542238+Ghommie@users.noreply.github.com>
Date:   Sat Aug 1 19:51:47 2026 +0200

    Replaces a bunch of is_species() checks for non-roundstart species with less hardcoded alternatives. (#96945)

    ## About The Pull Request
    Dehardcoding species-related code. It may not be internal to the species
    datum, but it's just as problematic and important if we move away from
    hardcoded species features.

    So far this just tackles the tip of the iceberg. Roundstart races (and
    jelly/slimepeople) will be handled in a different PR. `ismonkey()` will
    get its own PR, as it alone is found in over 40 files. Then I'll look
    around for remaining `is_species()` proc calls that aren't part of the
    `is_helpers` macros.

    ## Why It's Good For The Game
    More prework for future PRs.

commit bd0b35712bc504faa82ed750b1fb97639783b6b8
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 13:52:24 2026 +0000

    Automatic changelog for PR #97265 [ci skip]

commit fcb9f26607f6b94485c6eb2a38e2bf091eaf438b
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Sat Aug 1 06:52:04 2026 -0700

    Fixes stuff in the experimental cloner (obligatory bald alert) (#97265)

    ## About The Pull Request

    Fix for baldness that i noticed while going through code. I'm unsure if
    there's more species that can be bald (I haven't played TG in a hot
    minute) but this at least fixes the check.

    <img width="631" height="61" alt="image"
    src="https://github.com/user-attachments/assets/a952ef95-14c6-49a5-b707-9a1f6435245d"
    />

    Also added some Destroy cleanup, and fixed the cloner not telling you
    who you are.

    Message no where to be seen
    <img width="791" height="256" alt="image"
    src="https://github.com/user-attachments/assets/45d978b0-b7c3-463b-aeed-9cf731706868"
    />

    And now its there.
    <img width="757" height="154" alt="image"
    src="https://github.com/user-attachments/assets/2aa0595b-8f1f-4c89-9a99-9a0160c0f40d"
    />

    ## Why It's Good For The Game

    fuckups can now be bald in the experimental cloner.

    ## Changelog
    :cl:
    fix: the experimental cloner now actually can make you bald (if you're a
    human or ethereal).
    fix: the experimental cloner now spits flavor and policy text (if there
    is any) when spawning
    /:cl:

    ---------

    Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

commit 944a5d7807de698cfe5f0dbeabd85fe8b8dd269f
Merge: 2bed4b24566 8f4aafdeea5
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Sat Aug 1 03:42:28 2026 -0700

    Darkpack Pull 7/31/2026 (#79)

    ## About The Pull Request

    for the playtest

    ## Why It's Good For The Game

    playtest

    ## Changelog
    :cl:
    add: darkpack pull 7/31/2026
    /:cl:

commit d031a362cf109cfb5aa8a5efe068eee841d5c8ec
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 06:15:35 2026 +0000

    Automatic changelog compile [ci skip]

commit 604a120c31a8521d3d76c5fec8db6e08030c9aa7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Aug 1 00:58:24 2026 -0400

    Juke dm target only recompiles if define arguments have changed (#97273)

    ## About The Pull Request

    #96809 added a check in the dm target to make sure a rebuild is forced
    if explicit define arguments are passed, but this means it sometimes
    rebuilds when there's no reason to i.e. you're running with the same
    arguments as last compile. This change makes the build script store the
    arguments in a json file so it can check during subsequent runs and only
    rebuild if the arguments changed.

    ## Why It's Good For The Game

    One of the benefits of a build system is avoiding unnecessary rebuilds

    ## Changelog

    N/A

commit cb7d0ff6b65106c87e06d99f013baf26fa7c36f1
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 04:25:18 2026 +0000

    Automatic changelog for PR #97062 [ci skip]

commit 29134a5733b423e7bc336921f8e503c0d0fd784f
Author: Fghj240 <43589874+Fghj240@users.noreply.github.com>
Date:   Fri Jul 31 21:24:54 2026 -0700

    Adds an emp protection stat (#97062)

    ## About The Pull Request

    EMP effects against specifically only robotic bodyparts and cybernetic
    organs get weaker if their severity is weaker. In general, a lower
    severity leads to a lower duration or a lower intensity in the case of
    taking damage. If the effect is strong even at low durations (like how
    any duration of knockdown makes you drop items) then it was moved to a
    scaling probability of occuring as well.

    Also adds emp_protection, like flash_protection but with a slightly
    hackier implementation. It adds to the severity (higher severity value =
    weaker emp). Regular mod emp shield module has 1 emp_protection, so does
    adamantine armor because it's like, several inches of metal I bet, and
    tesla has 1 as well.

    Also something to note is that suit sensors only break when hit by heavy
    EMPs, so with any amount of emp_protection those won't break.

    ## Why It's Good For The Game

    Something something flux heart bad and EMPs are too binary, I think
    making more use out of severity is a good idea.

    ## Changelog

    :cl:
    balance: robotic limbs, organs, and cybernetic implants have their emp
    effects scale more closely with emp severity.
    balance: reactive tesla armor, adamantine armor, the mod emp shield
    module, and tinfoil hats slightly lower the severity of incoming EMPs.
    /:cl:

    ---------

    Co-authored-by: Fghj240 <fakeemail@notrealemail.com>

commit 2bed4b245662f8d0846e88ed67c561cd6b9d289b
Merge: d5a5f597897 a25ee2bf002
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Fri Jul 31 20:05:51 2026 -0700

    [PORT] Memorystats (#7)

    ## About The Pull Request

    - Ports https://github.com/Monkestation/OculisStation/pull/54
    > Reports memory usage from the build in BYOND memory debug feature,
    through the use of an external lib,
    [libmemorystats](https://github.com/Absolucy/byond-memorystats/) by
    @absolucy

    <img width="797" height="492" alt="image"
    src="https://github.com/user-attachments/assets/e91b0ff0-2c5f-4e6e-a0dc-5afed9ef11c8"
    />

    ## Changelog
    :cl:Flleeppyy,Absolucy
    server: added memorystats subsystem
    /:cl:

commit d5a5f597897218a4af7484b3fe4441f892301693
Merge: b882c868c3c 9e9e3bb87cd
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Fri Jul 31 19:29:26 2026 -0700

    Vampire Dot adjustment (#67)

    ## Vampire mald nerf
    Nerfed vampires dots.
    ## About The Pull Request
    Adjusts the discipline points to be accurate to the tabletop.
    ## Why It's Good For The Game
    Vampires are extremely overtuned and powercrept atm; this brings them
    back to tabletop standards. Neonates should not be as strong as an
    elder, nor should a fledgling. You are currently able to max out TWO
    entire disciplines as a fledgling and have some points leftover. This
    has made the game nearly unplayable for humans; we're still going to
    have the issue of people jacking their age up to be elders, but
    hopefully that is solved at a later date.
    <!-- V->

    ## Changelog
    :cl:
    nerfed fledgling points
    nerfed neonate points
    nerfed ancilla points
    nerfed elder points
    /:cl:

commit a25ee2bf0028be7957e26375f8924347135ba36e
Author: Flleeppyy <flleeppyy@gmail.com>
Date:   Fri Jul 31 18:57:04 2026 -0700

    awoo

commit 8d772f598a229938c46247e06ce1398278556590
Merge: 397bdd214ad 33492190447
Author: Flleeppyy <flleeppyy@gmail.com>
Date:   Fri Jul 31 18:56:40 2026 -0700

    Merge remote-tracking branch 'upstream/master' into memorystats

commit b882c868c3cca11bb2cf2bc8dd865cc455b263af
Merge: 71d02f11595 00ab0e1a910
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Fri Jul 31 17:42:06 2026 -0700

    disable the Achievements subsystem (#82)

    <img width="491" height="40" alt="2026-07-31 (1785534967) ~ dreamseeker"
    src="https://github.com/user-attachments/assets/e17f83c5-4b80-4166-a31a-7e6aaf731823"
    />

    yeah

commit 6347116b97174b60eaef317f6e2aadd35fb51725
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 00:33:56 2026 +0000

    Automatic changelog for PR #97209 [ci skip]

commit 20a259dd8b3a2e356ad7cc88f53a64dcaa40e8af
Author: Thunder12345 <Thunder12345@users.noreply.github.com>
Date:   Sat Aug 1 01:33:32 2026 +0100

    Bitrunning the Gradening (#97209)

    ## About The Pull Request

    Shows the best grade achieved for each domain in the quantum console.

    <img width="517" height="518" alt="image"
    src="https://github.com/user-attachments/assets/026035f1-ba34-48a0-b71b-72a10419afe8"
    />

    ## Why It's Good For The Game

    Allows bitrunners to see what domains they've already finished without
    going back through a stack of paper they may have already trashed or
    just remembering everything.

    Also provides players with a sense of pride and accomplishment for
    scoring high on all the domains.

commit ea80d3d55dc521cfdecf19ff200150d793701b83
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 00:30:30 2026 +0000

    Automatic changelog compile [ci skip]

commit 0b04e9182f6f5fc92232c6a7a9a7693b6c286442
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Sat Aug 1 00:20:30 2026 +0000

    Automatic changelog for PR #97281 [ci skip]

commit 0992ec02722bbb855ff38172315c16c28f4d2b61
Author: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>
Date:   Fri Jul 31 19:20:05 2026 -0500

    Adds a missing wall to Catwalk's upper atmospherics room (#97281)

    ## About The Pull Request
    This PR adds a singular wall to Catwalk's upper atmospheric room.
    ## Why It's Good For The Game
    Without this wall, Catwalk's upper atmospheric room is exposed to the
    void of space.

commit 71d02f11595e3144f15c27906f7568eabb1d2d2f
Author: Lucy <lucy@absolucy.moe>
Date:   Fri Jul 31 20:14:43 2026 -0400

    don't kill the server with dripping sounds (#84)

    * don't kill the server with dripping sounds

    * disable light hums too

commit 9e9e3bb87cd96259e9ccea1c734bd265d1b86c97
Merge: 36a21d607e9 2b9ac967cc3
Author: ararajdadasdasda <pj060411@gmail.com>
Date:   Fri Jul 31 18:39:26 2026 -0400

    Merge branch 'Monkestation:master' into master

commit 00ab0e1a9100e59ff5faac8a86769dc074036c77
Author: Lucy <lucy@absolucy.moe>
Date:   Fri Jul 31 18:05:53 2026 -0400

    disable the Achievements subsystem

commit 8f4aafdeea5ccd1a142e6fdd6172612d816dbd6a
Merge: 2b9ac967cc3 cd48bc57d89
Author: chazzyjazzy <chardowdude@gmail.com>
Date:   Fri Jul 31 15:33:44 2026 -0400

    Merge branch 'master' of https://github.com/DarkPack13/SecondCity into darkpackpull73126

commit 2b9ac967cc37e9925c1f66999abf9abd85137ab5
Author: Severus <christoph.Schrozberg@web.de>
Date:   Fri Jul 31 21:09:20 2026 +0200

    Mapping the town crimson (#77)

    * Wörk

    * Bloodpacks and railings

    * (hopefully) fixed warehouse crate spawn

    * Update sanfangsisco.dmm

    ---------

    Co-authored-by: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>

commit 80de270a93c40321ae08edd9fdad08bbda109754
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Jul 31 18:15:30 2026 +0000

    Automatic changelog compile [ci skip]

commit 66dc4b182f4c2f53d5c1a6ef6dcd09df67c48b9d
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Jul 31 18:04:51 2026 +0000

    Automatic changelog for PR #97257 [ci skip]

commit 136549fb5299664b0e9e809e7ac9720055baec7f
Author: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>
Date:   Fri Jul 31 13:04:23 2026 -0500

    Makes stray Syndicate cargo pods drop with Syndicate-styled crates (#97257)

    ## About The Pull Request
    This PR makes the stray Syndicate cargo pod event drop a proper
    Syndicate crate rather than a generic grey one. The contents are the
    same, and it is EMAG'd upon drop to prevent the lock from being a
    balancing factor (as the previous crate type did not have a lock).

    Existing stray supply pod event code has been slightly tweaked to allow
    for both the dropping of specific crate types in-code and the EMAG-ing
    of dropped crates.

    <details><summary>Expand for testing screenshot:</summary>

    <img width="786" height="428" alt="image"
    src="https://github.com/user-attachments/assets/7bf99db9-fc0d-4ef7-8301-9ee0eba62df4"
    />

    </details>

    ## Why It's Good For The Game
    It's (thematically) rather odd that this event drops a regular crate
    when a Syndicate variant exists.
    ## Changelog
    :cl:
    fix: Stray Syndicate cargo pods now drop with Syndicate-styled crates
    rather than generic grey ones.
    /:cl:

    ---------

    Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

commit 52d6ceb2f7366742f5c4593a6ba4d0843e050074
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Fri Jul 31 06:24:51 2026 -0700

    Revert "Cargo Crates Don't Spawn in Random Places Anymore" (#78)

    Revert "Cargo Crates Don't Spawn in Random Places Anymore (#76)"

    This reverts commit b13f1a59c584fabedf4165ce897679988202d726.

commit b13f1a59c584fabedf4165ce897679988202d726
Author: Ophanimdev <155288612+Ophanimdev@users.noreply.github.com>
Date:   Fri Jul 31 09:19:42 2026 -0400

    Cargo Crates Don't Spawn in Random Places Anymore (#76)

    Adds a bunch of cargo crate drop points.

commit 5f093a8cfbbe269b15bc73535f230909218e38d6
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Jul 31 06:00:28 2026 +0000

    Automatic changelog compile [ci skip]

commit 3349219044738cc110087adb6bd921741125e0ab
Author: Chen Marisa <18307183+flleeppyy@users.noreply.github.com>
Date:   Thu Jul 30 19:06:13 2026 -0700

    This has a bunch of things in it that I think would be nice (#58)

    * meowing on it

    * looc runechat

    * RELAY bitch

    * you dumb bitch

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

commit 403ad9a9bcb159340938f277ee77023a2d0c89ba
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Jul 31 01:35:24 2026 +0000

    Automatic changelog for PR #97197 [ci skip]

commit f0a31b3f935d96e5fc63ac8dc847778931f9898b
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Thu Jul 30 20:34:57 2026 -0500

    Surplus crate items shows up in roundend report (again?) (#97197)

    ## About The Pull Request

    Buying a surplus crate shows the items you got in it in the roundend
    report

    <img width="823" height="58" alt="image"
    src="https://github.com/user-attachments/assets/54e08de6-066f-43f0-a3e8-eaf96694b15d"
    />

    (Hovering over them says `Surplus item: [xyz]`)

    ## Why It's Good For The Game

    I could've sworn it used to do this but I don't remember
    It's nice to know where all the guy's loot came from though

    ## Changelog

    :cl: Melbert
    qol: Surplus crate items show up in roundend report
    /:cl:

commit 619ff0ddd1a9ab79b145c0161af076547ef67160
Author: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Date:   Fri Jul 31 01:33:42 2026 +0000

    Automatic changelog for PR #97262 [ci skip]

commit 9132e4231a739916c2681a908ff6afa8a39f4504
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Thu Jul 30 20:33:23 2026 -0500

    Stasis bodybags don't decay in freezing temperatures (#97262)

    ## About The Pull Request

    Statis bag decay only occurs above 0c.

    ## Why It's Good For The Game

    Just thought it'd be quaint to be able to preserve them in morgue slabs

    ## Changelog
    :cl: Melbert
    qol: Stasis bodybags don't decay in freezing temperatures, such as those
    present in morgue slabs
    /:cl:

commit ac34c75c6cda59d5cabb11629b27e08d38d221fe
Author: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Date:   Thu Jul 30 21:21:56 2026 -0400

    Darkpack Upstream Pull 7/30/2026 (#72)

    * Automatic changelog compile [ci skip]

    * fixes toes pointing out (#1242)

    ## About The Pull Request

    in a world of darkness, everyone's toes must poke out of their clothes

    this pr literally adds one pixel to the icon state of most of flav's
    clothes because the default shoes dont cover that pixel and thus
    everyones toes poke out

    ## Why It's Good For The Game

    fixing a missing pixel

    ## Changelog

    :cl:

    image: adds one pixel to most clothing items to fix toes poking out

    /:cl:

    * Automatic changelog for PR #1242 [ci skip]

    * Automatic changelog compile [ci skip]

    * Fixes guestbook revealing known names even while masked (#1238)

    ## About The Pull Request
    Adds a check on whether our target is wearing a mask, keeping them
    unknown if they're masked up or have opted in to show their identity
    through character prefs.
    Renamed ``show_flavor_text_when_masked`` to
    ``show_identity_when_masked`` to reflect this change as well.

    https://github.com/user-attachments/assets/02a8b025-178b-4c17-b824-94cdde18d6f2

    ## Why It's Good For The Game
    Lets people actually be anonymous while wearing a mask and not have to
    worry about getting metagamed.

    <img width="232" height="305" alt="image"
    src="https://github.com/user-attachments/assets/4a767d6f-3400-47f8-90b8-51e115c18715"
    />

    ## Changelog
    :cl: Hardly
    fix: Fixes guestbook revealing names even on masked people
    /:cl:

    * Automatic changelog for PR #1238 [ci skip]

    * Automatic changelog compile [ci skip]

    * Dropdown for character slots in preferences (#1247)

    ## About The Pull Request
    Modified version of part of
    https://github.com/NocturneWoD/NocturneWoD-SecondCity/pull/17 which i
    think is just from another hrp server but it doesnt say where and i've
    definitly seen it in like 5 other places.
    ## Why It's Good For The Game
    A billion buttons looks bad.
    ## Changelog
    :cl:
    qol: If you have more then 5 character profiles in preferences, it
    displays as a dropdown instead.
    /:cl:

    * Automatic changelog for PR #1247 [ci skip]

    * Fixes some oversights with brawl and aggrevated damage (#1235)

    ## About The Pull Request
    fixes tendrils, mining mobs, and other stuff, being immune to claw or
    agg damage

    With claws being a capabale unarmed combat it doesnt make sense for
    ANYTHING to be raw immune to fists, so i removed that.
    Had to recode the aggloss proc a tad to fix an oversight where becuase
    we didnt add it to EVERY mob list, some of them dont have it defined and
    they just count it as 0.

    Also some other minor code tweaks i cant be asked to atomize.

    ## Why It's Good For The Game
    Bugs bad.
    ## Changelog
    :cl:
    add: New weaker variant of acid turf.
    fix: Mobs with no defined AGG damage modifier will default to 100%
    taken.
    balance: Removed brawl/fist immunity from tendrils and golaith so they
    can be used for adminbus/umbra
    /:cl:

    ---------

    Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>

    * Automatic changelog for PR #1235 [ci skip]

    * Acid and blood can be scooped from the respective tiles (#1258)

    ## About The Pull Request
    scoop my goop
    ## Why It's Good For The Game
    That shit is not water.
    Having an infinite source of blood is probs weird but i would need to
    rework the reagent code to be a list of percent extracted and i cant be
    asked.
    ## Changelog
    :cl:
    fix: Non-water turfs now have the correct scoop-able material
    /:cl:

    * Automatic changelog for PR #1258 [ci skip]

    * Automatic changelog compile [ci skip]

    * monochrome vision (#1261)

    ## About The Pull Request

    from w20 core
    ## Why It's Good For The Game

    from w20 core and honestly kinda funny
    <img width="1172" height="783" alt="Screenshot 2026-07-26 122725"
    src="https://github.com/user-attachments/assets/b9b9aea5-c569-44e1-945a-877fc167e7bd"
    />
    ## Changelog
    :cl:
    add: Added Monochrome Vision flaw for Garou
    /:cl:

    * Automatic changelog for PR #1261 [ci skip]

    * Automatic changelog compile [ci skip]

    * Guestbook code tweaks (#1270)

    ## About The Pull Request
    Breaks the guestbook code up slightly and rewrites the code so that the
    primarly used define returns the MOB instead of the name.
    This means that in all scenarios where we directly imbued into a string
    (all of current uses), text macros work as intented
    https://ref.dm-lang.org/DM/text/macros/
    I didnt check if this fixes anything persay but it likely affects
    situations for everything that is not a human (as they use macros alot
    more often)

    Also fixes
    <img width="1179" height="79" alt="image"
    src="https://github.com/user-attachments/assets/23501f8b-7c9d-4b86-8028-fa65ff9732fa"
    />
    I discovered caused by a recent pr while leaving my game open (the dog i
    was testing barked)

    I orginnaly assumed this was what caused #1130 but that was acctually
    its own issue but i fixed it.
    ## Why It's Good For The Game
    Grammer good.
    Bugs bad.
    Fixes #1130
    ## Changelog
    :cl:
    fix: Guestbook should handle text macros better
    fix: Dogs are treated as an improper noun
    /:cl:

    * Hunger tweaks (#1266)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request
    Moves hunger multipliers from
    https://github.com/DarkPack13/SecondCity/pull/857 to a config rather
    then being in two seperate places which made it so our code has a * 0.04
    of normal tg which is why no one got hungry.
    Default config value is set to 0.5 of normal TG values. This is
    something that should likely be tweaked.

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    ## Why It's Good For The Game
    hunger rate is pretty subjective and depends on the length of the round
    and population imo.

    Having a ton of stores/food/cooking but NO reason to ever eat is bad. I
    might follow this up with a minor buff for eating player made food.

    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and its effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    :cl:
    fix: Hunger is no longer accidentally soft-removed
    config: Hunger rate is on a config for easier tweaking
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! You can put
    your name to the right of the first :cl: if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    * Automatic changelog for PR #1266 [ci skip]

    * Cast-Iron Stomach (#1260)

    ## About The Pull Request

    Adds the Cast-Iron Stomach from Bygone Bestiary.
    ## Why It's Good For The Game

    It's not a hugely important trait so honestly it isn't but I do like to
    eat raw meat as a Lupus …
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