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[IDB IGNORE] [MDB IGNORE] Upstream Merge 2026-03-06#57
XeonMations wants to merge 240 commits intoMonkestation:masterfrom
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@XeonMations XeonMations commented Mar 6, 2026

About The Pull Request

Why it's Good for the Game

Proof of Testing

it does infact boot

Changelog

🆑
/:cl:

Happyowl93 and others added 30 commits February 1, 2026 16:54
## About The Pull Request
Adds hair emissives, now your hair can glow too!

## How This Contributes To The Nova Sector Roleplay Experience
allows more character customization!

## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  
<img width="170" height="130" alt="image"
src="https://github.com/user-attachments/assets/b1732659-9067-4de2-ad4f-164773ca12bc"
/>

</details>

## Changelog
:cl:
add: hair can glow now!
/:cl:

---------

Co-authored-by: pepe <john@john.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Adds Manufactorio boards into the RCFs:
* Big Manipulator
* Manuctorio Lathe
* Manuctorio Crafter
* Manuctorio Crusher
* Manuctorio Router (Splitter)
* Manuctorio Sorter
* Manuctorio Unloader
* Manuctorio Smelter

## How This Contributes To The Nova Sector Roleplay Experience
Building colonies tend to be fairly time consuming and I believe
allowing the user to automate the boring crafting bits (mainly floor
tiles, reinforced windows, machine boards, or hell, a repeater factory)
to be something that could potentially help.

This will also mean your average assistant will get to easily make
factories in the station, but they always could by just asking
cargo/engineering/science for the boards. I don't think this will impact
inter-departmental interactions much since factories are already fairly
rare to come across, and you'll still have to interact with science for
the better parts, materials and RPED.

## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  
<img width="427" height="407" alt="image"
src="https://github.com/user-attachments/assets/0bc3db3e-1675-44ce-84c1-0eccb10bf699"
/>

</details>

## Changelog
:cl: Hardly
add: The Rapid Colony Fabricator now has the ability to fabricate
factory boards. The factory must grow.
/:cl:

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
…ad of the external ones (NovaSector#6920)

## About The Pull Request

Tin

## How This Contributes To The Nova Sector Roleplay Experience

Fixes an oversight/bug

## Proof of Testing

<details>
<summary>Screenshots/Videos</summary>
  
</details>

## Changelog

:cl:
fix: fixed a bug where choosing 'None' as your ear type using the
polymorph nif or alter form would just make you deaf
/:cl:
## About The Pull Request

This PR is a continuation of a previous PR:
NovaSector#6864

This pull request is to fix a bug that is caused by the skin_applier and
slightly increase customization and description of Donator MODsuit.

The skin_applier system have a bug where a donor apply their donor skin
on a MODsuit making it available to all the MODsuit with the same
plating type in that round. This sub-system aims to fix the issue and
provide better refactoring of donor items into one sub-system for easier
customization, flexibility to adding new modsuit, and isolation of skins
from being shared.

A new folder labled modsuit with two new files mod_construction.dm and
mod_theme.dm are added in
`modular_nova\modules\customization\modules\clothing\~donator`

`mod_construction.dm` - Contain the object of the modsuit as well as
crafting recipe
`mod_theme.dm` - Contain the suit variable (Properties and armor value)
Both files contain a simple documentation in comment form for others
users

The three donor suit `Akari`, `Jumper` and `Paragon` are added within
this new subsystem and their old code in `donator_items.dm` are removed
for redundancy

Jumper MODsuit is given a new description (since I can't find any
customized description for it in the donor files)

Jumper and Paragon MODsuits are given two options. One build from
scratch (Plating and modparts) and skinapplier for pre_equipped MODsuits

Special thanks to:
@Darkinite - For the modsuit sprite work
@CliffracerX and @SomeRandomOwl - For giving suggestion to the code and
fixing PR formatting
@sqnztb - For saving the previous PR mishap.
## How This Contributes To The Nova Sector Roleplay Experience

Easier to add custom MODsuit into the game

## Proof of Testing
<details>
<summary>Construction from scratch</summary>
<img width="394" height="260" alt="construction2"
src="https://github.com/user-attachments/assets/9e5db478-f68c-4062-91e1-01eef1d5267b"
/>
<img width="390" height="385" alt="construction"
src="https://github.com/user-attachments/assets/795922e7-9fce-4e64-88b8-1df66931d8f2"
/>
</details>
<details>
 <summary>Skin Applier</summary>
<img width="196" height="134" alt="2026-01-29 08_26_19-Space Station 13"
src="https://github.com/user-attachments/assets/81c25200-71c6-46ac-8790-180d3c843bc8"
/>
<img width="277" height="201" alt="2026-01-29 08_26_31-Space Station 13"
src="https://github.com/user-attachments/assets/b330eced-8f94-46cf-8e67-b9c93b6746e4"
/>
<img width="215" height="143" alt="2026-01-29 08_27_28-Space Station 13"
src="https://github.com/user-attachments/assets/69eea929-b656-4138-9a09-45422a836eff"
/>
<img width="280" height="196" alt="2026-01-29 08_27_38-Space Station 13"
src="https://github.com/user-attachments/assets/d431a86f-eee2-4344-a28e-b128061657cc"
/>
</details>
== Modsuit ==
<details>
<summary>MOD Control Unit</summary>
<img width="196" height="132" alt="2026-01-29 08_23_41-Space Station 13"
src="https://github.com/user-attachments/assets/416fa0f0-76be-426d-84f7-c2c1198cc838"
/>
</details>
<details>
<summary>Modsuit Worn</summary>
<img width="1031" height="256" alt="2026-01-21 16_37_37-Space Station
13"
src="https://github.com/user-attachments/assets/e3892835-f2f1-43f0-92a3-825c1be2a24e"
/>
<img width="1029" height="267" alt="2026-01-21 16_39_07-Space Station
13"
src="https://github.com/user-attachments/assets/83fe33ed-58b0-473a-8f52-56a2b29b0edd"
/>
<img width="1031" height="269" alt="2026-01-21 16_39_38-Space Station
13"
src="https://github.com/user-attachments/assets/d22914aa-e411-4862-9bbd-12f8586ea57e"
/>
<img width="199" height="136" alt="2026-01-29 08_30_52-Space Station 13"
src="https://github.com/user-attachments/assets/8bd96cf4-815e-4e86-980b-008bcae54a26"
/>
</details>

== MODsuit Description ==
<details>
<summary>Paragon</summary>
<img width="544" height="269" alt="2026-01-29 08_31_08-Space Station 13"
src="https://github.com/user-attachments/assets/3b78757e-4605-4b67-9425-37e61917367c"
/>
</details>

<details>
<summary>Jumper</summary>
<img width="539" height="257" alt="2026-01-29 08_31_27-Space Station 13"
src="https://github.com/user-attachments/assets/8784641b-834a-4576-9e15-3543eef6dddc"
/>
</details>

## Changelog
:cl:
refactor: Added a Donor MODsuits Subsystem, and tidied up donor list and
misplaced icons for donor, and fixed MODsuits Skin Applier sharing Donor
Item
/:cl:

---------

Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
…ovaSector#6860)

## About The Pull Request

Resprites the advanced energy gun, riffing on @zydras's excellent work
and vgstation's advanced energy gun.
Buffs the adv. energy gun by reducing its charge delay from 15
(inherited from e-guns, a nerf from it's tg default of 10) to 5 and
making it recharge 15% of its cell every tick (3 shots per self-charge
cycle), up from 5% (1 shot per cycle).
Fixes a regression/unintended change for the captain's laser gun,
reducing its charge delay from 15 (inherited from laser guns) to 8, as
it is on TG.

## How This Contributes To The Nova Sector Roleplay Experience

Big fan of not looking at an old FS PR "Cassad"(?) but green, honestly.
(I have nothing against the Cassad it's just kind of a stylistic
stand-out compared to the resprited energy guns.)

## Proof of Testing


https://github.com/user-attachments/assets/9abedd8d-ccd3-49e5-8735-5937a8cedce0

## Changelog

:cl:
image: Resprited the advanced energy gun. Credits to Zydras for the
original e-gun sprite, and /vg/station for their variant of the advanced
energy gun, which the new sprite takes some design notes from.
fix: Antique laser guns (e.g. the captain's laser gun) now have their
intended charge delay of 8 ticks, down from 15.
balance: Advanced energy guns now have a charge delay of 5 ticks, down
from 15, and recharge 3 shots per cycle (15% of the cell) up from 1 shot
per cycle (5% of the cell).
/:cl:

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
HC ship has been made twice-and-a-little-more as big, with the patrol
team size also increased twice, to six spawners.
They now have a, comparable to the old ship that, effectively, had
nothing:

- An entirely functional Medbay, first and foremost.
- Secure, bolted Armory fit for a crew of six; with mixed
energy/pulse-ballistic armory to counter any sort of threat. Three more
MODs, obviously, included, so three new members don't die if anything
gets spaced.
- Cryogenics are now connected to a dedicated Ready Room, with basic
security/policing gear provided for use, and with access to station crew
records for muh imershun and going 'uh huh I know you're an ex-terrorist
John McReformed-Mann'.
- Due to how fuckoff huge their ship is, the best course of getting
there has been relegated to a Teleporter Room that can be quite easily
bombed to smithereens if the Station so desires. And a tracking beacon,
so they can be actually reached out to, too.
- Said Teleporter Room is then connected to a checkpoint - but beyond
it, features a guest Lounge Zone with all the amenities of coffee and
couch you ever need. This then goes to the main attraction of their
ship, being the Conference Room.
- Medbay is now fuckoff huge and has a full chemical setup, just like
their long forgotten predecessor Enclave had. Wow. This certainly won't
backfire - because they're here to push papers, so, it shouldn't :).
- Bridge is bigger, but doesn't feature anything particularly unique.
It's rather regular, all things considered.
- Recreation room is present, in actuality being an enlargened
kitchen-sauna-fitness room combo. Nothing beyond that, alas!
- And a Cargo Hold to Hold Cargo. I dunno what to even write here. It
has a couple quantum pad flatpacks to connect to the station? And
there's some NIFs and materials there, for trading and building
additional power sources, if necessary.

## How This Contributes To The Nova Sector Roleplay Experience
Their current micro-ship kinda sucks ass. It wasn't made for anything
beyond a quick camera setup for the first ever iteration of the event;
and didn't facilitate any roleplay with how gloomy it was. I think this
iteration should provide some more meaningful interactions by having a
lot of fluff-decorative spaces while remaining a functional
upgrade-upsize. And with three more slots, hopefully people won't feel
too pressured into not joining the event to let others play; being able
to upkeep and maintain the ship while the other group's busy conversing
with the station.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  Running around the working ship!!!!!

<img width="937" height="568" alt="image"
src="https://github.com/user-attachments/assets/9e9151e9-74e0-4bd9-aa68-d10e2e3de724"
/>

<img width="762" height="779" alt="image"
src="https://github.com/user-attachments/assets/f4ba9f49-2fe8-42be-a643-f513c93c1470"
/>

<img width="873" height="792" alt="image"
src="https://github.com/user-attachments/assets/888f0aa7-7bd7-46ce-8758-f157d61839cd"
/>

<img width="840" height="831" alt="image"
src="https://github.com/user-attachments/assets/60eb2701-4688-4e7d-8ab7-e115763f5054"
/>

<img width="791" height="933" alt="image"
src="https://github.com/user-attachments/assets/73704527-987d-4531-88ea-e3f9f3b72cca"
/>

<img width="1095" height="723" alt="image"
src="https://github.com/user-attachments/assets/6d89bac6-e888-4abb-b5bf-681b836a2425"
/>

<img width="933" height="727" alt="image"
src="https://github.com/user-attachments/assets/72890d20-fa33-45a6-9ecd-08c4e41b645b"
/>

<img width="741" height="910" alt="image"
src="https://github.com/user-attachments/assets/1ad2c55b-5bd7-469f-babf-9501003bb8bd"
/>


</details>

## Changelog
:cl: Stalkeros, Lukaster42
map: HC ship has been vastly remapped. Now six ghost roles, and roughly
2.5x as big and many times more useable.
/:cl:
## Why lemon why

Reverts #94989
We've been seeing silent failures in collect_data since this pr was
merged, and jls does not currently have the time to debug this.
Since the upside of the pr was so minimal (effectively just allowing jls
to more efficiently do their work), and we're seeing what is
functionally random ci failures, we're doing this as a stopgap.
…ng Framework) (#94797)

This PR adds a universal framework for editing sprites, and adds an
example implementation by way of porting paint canvases to it. This
should have no impact on serializing paintings in the database. As part
of this canvas refactor, zooming in and out of a canvas is now handled
entirely on the client side.

The paint palette component has also been refactored to allow a variable
number of colors up to the specified maximum, instead of populating all
color slots to start out with.

Some features of the sprite editing framework are unused in this PR, as
they were not necessary for feature parity with the current
implementation of paintings. However, they remain present for use in
future PRs, such as a PDA painting app that was separated out of this
branch for atomicity. These features include:
- Eraser tool
- Undo history
- Layers
- Multi-dir icon support

Support for animated icons is not present, but planned to be added when
a new feature needs it.

<img width="1210" height="596" alt="NewCanvasUiDemo"
src="https://github.com/user-attachments/assets/4181745b-716b-4068-b3a2-d2491e5abf09"
/>

This framework opens the possibility for a wide variety of new features,
such as Goofball's planned tailoring mechanic. Additionally, the
consolidation of all the controls into a single window should make
painting more user-friendly.

:cl:
refactor: Painting has been significantly refactored with a new UI that
should provide every painting control you need without having to unfocus
the UI window. Please report any issues.
refactor: Items that can store paint palettes now start with no colors.
Colors can be added to and removed from the item's palette, up to the
number of colors they previously stored.
/:cl:

---------

Co-Authored-By: Jordan Dominion <dominion@tgstation13.org>
…et it in the database (#95043)

## About The Pull Request

TGS provides two SHA's to the game. The first is the closest commit on
the tracked branch (`master`) the second is the true revision of the
game. The latter may be equal to the first, but not when test merges are
active.

We normally set the database `commit_hash` to the first because we can't
guarantee the latter is on GitHub. TGS **does** try to push it there
however (i.e.
tgstation/tgstation@b7c18d2)
provided it has proper credentials.

This PR will ping the HEAD SHA on GitHub to see if it exists there. If
it does, it'll be set as the round's `commit_hash`.

## Why It's Good For The Game

Allows statbus to link to the EXACT commit of the round which includes
test merges. Currently it lies when test merges are active by linking
the `master` commit.

## Changelog

:cl:
server: If TGS is configured to push test merge commits to a publicly
accessible GitHub, the exact game revision will be set as the
`round`.`commit_hash` in the database.
/:cl:

@nfreader

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
## About The Pull Request
Adds lemon juice box to the game
## Why It's Good For The Game
Lemon juice box joins the orange juice box and lime juice box gang
<img width="320" height="320" alt="lemonboxdisplay"
src="https://github.com/user-attachments/assets/daae0355-10c5-43bf-ae3c-08855d80e0f1"
/>
## Changelog
:cl:
add: Added lemon juice box
/:cl:
## About The Pull Request

If the download failed or if the cmd was canceled midway through we'd
just well, keep the halfway downloaded file, and fail in an obtuse way
when trying to execute it.

Moth yelled at me about making it temporary on download so it fails
safely, this pr well, does that.

---------

Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
## About The Pull Request

Two notable changes

- When states mutate due to instability, the instability stat itself is
no longer affected, unless the plant is extremely unstable

- Plants can no longer mutate their stats twice in one tick

Minor changes

- Just some minor code cleanup

## Why It's Good For The Game

- Instability affecting instability is silly for two reasons: 
- It can create some very silly feedback loops where mutating a plant
takes far longer than anticipated because it keeps nuking its own
instability.
- It's a "not very obvious" mechanic for newer players, leading to
potential confusion where one may be doing everything correct, and yet
observes the opposite result.

- I don't know if this is an oversight. `hardmutate` is just `mutate`
but with bigger stats, so having a rare chance of triggering both at
once (leading a far greater stat jump than expected) seems wrong. I
decided to axe it anyways for more smoother stat changes.
- TL;DR plants can no longer lose 75 potency or 15 endurance per tick
starting at 40 instab. Now 50 potency or 10 endurance.
- This should lead to plants like Corn (which start at >=40 stab) being
easier to grow, as they won't have a rare chance of nuking their potency
or yield.


https://github.com/tgstation/tgstation/blob/07bf0e493aae832369856825bdd00d7e278df467/code/modules/hydroponics/hydroponics.dm#L391-L396

## Changelog

:cl: Melbert
balance: Plant instability can no longer cause the value of the
instability stat to change randomly unless instability is >=80
balance: Plants can no longer mutate their stats twice in one tick
starting at 40 instability - though the degree to which stats mutate is
still increased at the 40 mark, that is unchanged.
/:cl:
## About The Pull Request

Includes all
## About The Pull Request
Changes the big cat tails so they use the same color palette as regular
felinid tails, as well as making the wag animation a bit faster and
shifting the tail a bit up, the side wagging animation was also changed
to be a bit more consistent with the front wagging animation.

## How This Contributes To The Nova Sector Roleplay Experience
The side sprites are currently a bit suspiciously too low, the palette
was off-white which makes the colors a bit off compared to other tails
and would require the user to change the colors a bit to be similar to
the hair and consistency is good. Also personally I hate how slow the
wagging is.

I didn't make this an alt because honestly the difference is quite minor
as you can see from proof of testing.

## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  
New


https://github.com/user-attachments/assets/c238f602-e92a-49ba-81dc-aa91732e25ed


Old


https://github.com/user-attachments/assets/4080db01-d8fb-4a41-b938-a25f28793977

</details>

## Changelog
:cl: Hardly
image: Tweaked the big cat tail to be more consistent, cooler and faster
when wagging.
/:cl:
## About The Pull Request
Fixed a thing where some dorms rooms were mislabeled as the other
number, ex dorms 3 being dorms 4 in the map and etc
Closes NovaSector#6917

## How This Contributes To The Nova Sector Roleplay Experience
Fixes mapping mislabeling and probably awkward situations for paramedics
breaking into the wrong dorm room to save a dying SSD person

## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  


https://github.com/user-attachments/assets/0c448525-b071-4f89-9bc0-bfa28d60e7db


</details>

## Changelog
:cl: Hardly
map: Fixes mislabeled dorms rooms in Blueshift.
/:cl:
…clusive items to the Clothesmate) (NovaSector#6867)

## About The Pull Request

There are a lot of items that are exclusive to the loadout that really
shouldn't be. This disrupts things as players who may spawn, realize
they don't have an item they want from their loadout, and have to
awkwardly scramble to cryo and rejoin, instead of having the option to
simply pick up a replacement item from a vendor. Did you know that if
you don't spawn with a loadout, there is no way to get the normal or
fancy high heels, and the only heels available are the ERP ones in the
Lustwish?

**THIS WILL NOT AFFECT DONATOR EXCLUSIVE ITEMS, JOB APPAREL, OR ITEMS
THAT HAVE RELIABLE, SIMPLE METHODS OF ACQUISITION INGAME (e.g. the
stethoscope being printable)** The baseline for an item being included
in the scope of this PR is whether you can reliably acquire it in a
given round as an assistant without having to break into a department.
## How This Contributes To The Nova Sector Roleplay Experience
Giving players more freedom of apparel is good. This also has the added
benefit of giving people who want to do a full on fashion expert role as
Barber more clothes to work with, and thus more outfits.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  
<img width="292" height="116" alt="uhZ8WiUQA5"
src="https://github.com/user-attachments/assets/6857cad4-9a83-49a5-b96a-77c837679041"
/>
<img width="431" height="635" alt="BfSUE82eIy"
src="https://github.com/user-attachments/assets/3e9745b0-e534-499c-8cee-950c6625c389"
/>


</details>

## Changelog
:cl:
add: Adds many previously loadout-exclusive cosmetic clothes to the
Clothesmate.
/:cl:
<!-- 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

Finally adding the much awaited Veteran Honker marketable plushie.
Assuming the code is right it will be available to all. Also Percival
gets one, I guess.

## How This Contributes To The Nova Sector Roleplay Experience

Veteran honker rolling in your bag and talking about the vietmime war.

## Proof of Testing

<img width="135" height="208" alt="Screenshot 2026-02-02 122813"
src="https://github.com/user-attachments/assets/c50c559d-7a5c-45dd-96e6-f6b65a1dfad4"
/>

After far too long I finally figured out how to open a test server and
got the plushies working.

## 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:
add: Veteran Honker and Percival Plush
image: Sprites for both plushes
/: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. -->

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
@XeonMations XeonMations changed the title Upstream Merge 2026-03-06 [IDB IGNORE] [MDB IGNORE] Upstream Merge 2026-03-06 Mar 6, 2026
Note for later, double check entries for blacklisted_maps:
'modular_nova/modules/automapper/code/area_spawn_subsystem.dm'
XeonMations and others added 20 commits March 6, 2026 22:40
## About The Pull Request
Adds the missing ``new_worn_icon`` to the sol cap skin, allowing it to
be visible again.
Closes NovaSector#7017

## How This Contributes To The Nova Sector Roleplay Experience
Lets HoSes have a blue cap again
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  
<img width="69" height="70" alt="dreamseeker_cCMzgA5skS"
src="https://github.com/user-attachments/assets/3c056f18-2614-4d03-80fb-20eb1974566a"
/>

</details>

## Changelog
:cl: Hardly
fix: Head of Security Cap's "Sol Cap" skin is no longer invisible
/:cl:
## About The Pull Request

When a changeling transforms between absorbed identities, mutant body
parts (tails, horns, wings, etc.) from the previous form persist
visually on the new form. Additionally, hemophage abilities (from the
pulsating tumor) persist after transforming away from a hemophage
identity because the tumor had the unremovable flag. The Lesser Form
ability also incorrectly let you pick any identity when reverting from
monkey form.
## How This Contributes To The Nova Sector Roleplay Experience
All of these problems should be fixed now and changeling can lean into a
stealth role again.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  


https://github.com/user-attachments/assets/dbaab09e-edd7-41aa-b749-e72d97e8e2c5


</details>

## Changelog
:cl:

fix: fixed changeling transform carrying over mutant parts from a
previous profile

/:cl:

---------

Co-authored-by: pepe <john@john.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Reopen due to fail CI check after merge test.
NovaSector#6939

Adding a new Windowed Dress V2.0, now with friends, 4 alts and grayscale
Shorter Dress with 4 alts and grayscale
Slit Dress with 4 alt and grayscale
Formal Pen Skirt with loose worn and grayscale
Pen Skirt with grayscale

Special Thanks to @Darkinite for the sprite work.

Alluring an formal dress/skirts

<details>
<summary>Windowed Dress</summary>

<img width="553" height="213" alt="Windowed Dress Examin"
src="https://github.com/user-attachments/assets/a5e5abf1-cf3f-4273-9224-760401660e2e"
/>
<img width="320" height="320" alt="Windowed Dress"
src="https://github.com/user-attachments/assets/9d208773-8437-4b40-97f4-6c1acdcae2fd"
/>

</details>

<details>
<summary>Slit Dress</summary>
<img width="553" height="211" alt="Slit Examin"
src="https://github.com/user-attachments/assets/f896c677-2b2a-4efd-ac5a-e18336bcb98e"
/>
<img width="255" height="322" alt="Slit Dress"
src="https://github.com/user-attachments/assets/e3e9e977-d883-4902-ab30-26f4665e8a4f"
/>

</details>

<details>
<summary>Shorter Dress</summary>
<img width="548" height="217" alt="Shorter Dress Examin"
src="https://github.com/user-attachments/assets/a6f618f4-caac-400a-beb8-51651b558f8f"
/>
<img width="250" height="320" alt="Shorter Dress"
src="https://github.com/user-attachments/assets/45e14e26-e3f5-4f79-a727-832d85aa299a"
/>

</details>

<details>
<summary>Pen Skirt</summary>

<img width="238" height="82" alt="2026-02-05 19_12_19-Kākāpō Spess Junk
Eighty-One"
src="https://github.com/user-attachments/assets/e0c55302-0664-44db-a50f-fed3f2bc3722"
/>
<img width="552" height="174" alt="2026-02-05 19_12_28-Kākāpō Spess Junk
Eighty-One"
src="https://github.com/user-attachments/assets/8027219c-8891-4fff-b726-0ded66bc964d"
/>

</details>

<details>
<summary>Formal Pen Skirt</summary>

<img width="548" height="209" alt="Formal pen examine"
src="https://github.com/user-attachments/assets/fe496449-0898-4191-844f-9d3ac915d223"
/>
<img width="244" height="150" alt="Formal pen"
src="https://github.com/user-attachments/assets/35c35220-8d95-40f0-b557-7590a55d4737"
/>
</details>

<details>
<summary>Clothesmate</summary>

<img width="535" height="790" alt="2026-02-05 18_42_52-Southern Cross
Fishery Seventy-Two"
src="https://github.com/user-attachments/assets/30c06502-3e82-4597-8ff0-3f3a5ff55c9d"
/>

</details>

:cl:
add: Added Slit Dress (4 ALTS and Grayscale)
add: Shorter Dress (4 ALTS and grayscale)
add: Formal Pen Skirt (With loose top toggle and grayscale)
add: Pen skirt. (With grayscale)
add: Update to Windowed Dress (4 ALTS with grayscale)
/:cl:

---------

Co-authored-by: Darkinite <29658789+Darkinite@users.noreply.github.com>
…cDrobe (NovaSector#7009)

## About The Pull Request
Does exactly what the title says. Adds 3 of each HC police uniform item
to the SecDrobe, under the premium section.
## How This Contributes To The Nova Sector Roleplay Experience
Adds more stuff for HC Roleplayers, show your swag when the inspectors
show up. Rep your colors. do NOT throw up gang signs.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  
<img width="544" height="448" alt="NVIDIA_Overlay_hfBhnjOV1s"
src="https://github.com/user-attachments/assets/2887dfe1-c250-470d-837e-0f1401e26c52"
/>

</details>

## Changelog
:cl:
add: Heliostatic Coalition police surplus has been added to the
SecDrobe.
/:cl:

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
This PR replaces `/poster/official/enlist`, the deathsquad poster, with
`/poster/official/nova_enlist`, plus adds `/poster/official/nova_signup`
and `/poster/official/nova_join`, and `/poster/official/nova_mining`.
## How This Contributes To The Nova Sector Roleplay Experience
`/poster/official/enlist` is a TG leftover that is not inline with lore,
so it is being replaced in this PR with a poster that mentions Asset
Protection, which is. Additionally, this PR adds
`/poster/official/nova_signup`, which is a general CC-advertisement
poster, and `/poster/official/nova_join`, which is a poster for the
Shield Programme, aka blueshields, and `/poster/official/nova_mining`
which is a general poster for Mining. All changes have been discussed
with a member of the lore committee, and they have additionally been the
one to give descriptions for the posters. `/poster/official/nova_enlist`
features an ingame character, and so does `/poster/official/nova_join`,
and `/poster/official/nova_mining`, all of which the players are happy
to let their character be used for this PR, and the sprite has been
shown to them.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
  

![posters2](https://github.com/user-attachments/assets/1a22ff7c-6a22-4c59-8a25-f90db067a4b2)

![enlistposter2](https://github.com/user-attachments/assets/a960cff3-750e-4bef-9f9d-4cb8856b8e23)

![joinposter2](https://github.com/user-attachments/assets/765626ad-d205-43cc-a300-6fcbac798406)

![miningposter2](https://github.com/user-attachments/assets/856b5cfa-cd42-4e79-a282-f1d08dbc8734)

![signupposter2](https://github.com/user-attachments/assets/356e2839-2745-46fa-8d7b-3d84047993aa)


</details>

## Changelog
:cl:
add: 4 new posters
/:cl:

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
…vaSector#7018)

This makes it so LOOC, AOOC, SOOC, and Mentorsay will now avoid
highlighting your own messages.

was gonna pr this downstream but eh, no reason to not pr it upstream, as
it's just a simple nicety.

I would've done Adminsay too but I'm too lazy to modularize the changes
- thinking about it, i can just pr that upstream to tg

It's more of an OOC convenience than anything - if you have your ckey
highlighted, you don't really need to highlight that in the LOOC message
_that you just sent yourself._

<img width="1033" height="120" alt="2026-03-05 (1772752419) ~
dreamseeker"
src="https://github.com/user-attachments/assets/3bb22908-482f-40f6-b33d-ac674073c259"
/>
:cl:
qol: Your own LOOC, AOOC, SOOC, or Mentorsay messages will no longer
trigger your highlights.
/:cl:
## About The Pull Request

This converts the SSD indicator, combat indicator, and temporary flavor
text indicators to use `vis_contents` instead of an overlay.

Ported from BeeStation/BeeStation-Hornet#14046,
albeit converting them to `vis_contents` in that PR was my suggestion
originally, so I guess it loops back around lol

also removed code for an overlay (`GLOB.DNR_trait_overlay`) that wasn't
actually used anywhere...

## How This Contributes To The Nova Sector Roleplay Experience

zero visible user-facing changes, just code improvements - one less
overlay for the stack.

## Proof of Testing

![2026-03-05 (1772768434) ~
dreamseeker](https://github.com/user-attachments/assets/d48e6817-efb5-497d-932e-718ea4f97b86)

## Changelog

No player-facing changes.
## About The Pull Request

Fixes GLOB.preference_datums being indexed with `LOWER_TEXT(key)` for
some reason. This issue has only affected people non-alphanumeric
characters in their names.

## Proof of Testing
Unsure how I'd be able to test this, I don't have a byond username with
non-alphanumeric characters to test this with.
## Changelog
:cl:
fix: Fixed potential issue with setting opt in info on minds from users
with non-alphanumeric characters in their username.
/:cl:
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