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More items in the synth loadout options#11895

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toolmind:ilovecustomization
Mar 13, 2026
Merged

More items in the synth loadout options#11895
Detective-Google merged 1 commit intocmss13-devs:masterfrom
toolmind:ilovecustomization

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@toolmind toolmind commented Mar 6, 2026

About the pull request

adds 4 civilian workwear variations, black suit pants, and brown and black external webbings to the synth loadout menu

Explain why it's good for the game

more customization options are good, and these fit with the ones that are already in the loadout menu

Testing Photographs and Procedure

Screenshots & Videos

Changelog

🆑 IowaPotatoFarmer
add: A few new clothing items in the synthetic loadout menu.
/:cl:

@github-project-automation github-project-automation bot moved this to Awaiting Review in Review Backlog Mar 6, 2026
@cmss13-ci cmss13-ci bot added Feature Feature coder badge size/S Denotes a PR that changes 19-49 lines, ignoring generated files. labels Mar 6, 2026
@github-project-automation github-project-automation bot moved this from Awaiting Review to Partially Approved / Mergeable in Review Backlog Mar 13, 2026
@Detective-Google Detective-Google added this pull request to the merge queue Mar 13, 2026
Merged via the queue into cmss13-devs:master with commit 018fa38 Mar 13, 2026
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@github-project-automation github-project-automation bot moved this from Partially Approved / Mergeable to Merged in Review Backlog Mar 13, 2026
dawsonkeyes added a commit to dawsonkeyes/cmss13 that referenced this pull request Mar 16, 2026
commit 4d663940b3e3491b45a04d3594c8ec1c6a422b29
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 16 21:59:48 2026 +0000

    Automatic changelog for PR #11907 [ci skip]

commit e453200c58c7fe247d5fa039da42c3b71c2a4b6e
Author: Ivanidze <2016romasko@gmail.com>
Date:   Mon Mar 16 21:44:33 2026 +0000

    New Corporate Bodyguard Icons (#11907)

    # About the pull request

    new icons for Corporate Bodyguard depending on the time played (TPPO,
    PPO, PPS, PPC)

    1. Personal Protection Coordinator
    2. Personal Protection Specialist
    3. Personal Protection Officer
    4. Trainee Personal Protection Officer

    # Explain why it's good for the game

    CB does not have any icons that could be displayed depending on the
    playing time compared to the CL

    # Testing Photographs and Procedure

    <details>
    <summary>Screenshots & Videos</summary>
    <img width="591" height="204" alt="WY_CB_ICONS"
    src="https://github.com/user-attachments/assets/b7a6067d-6499-447f-898b-43c0cb83f377"
    />
    </details>

    # Changelog
    :cl:
    add: added new corporate bodyguard icons that depends on the rank status
    imageadd: bodyguard icons for TPPO, PPO, PPS, PPC
    /:cl:

    ---------

    Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>

commit b170e94a0fed0cf7b38bf4d8309327f32457068e
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 16 21:41:31 2026 +0000

    Automatic changelog for PR #11947 [ci skip]

commit 93467a4ee5fc5d26e1365e84f5ddfa9db469f58f
Author: Venuska1117 <89580971+Venuska1117@users.noreply.github.com>
Date:   Mon Mar 16 22:19:30 2026 +0100

    Organizes xenos Alien tab, now Alien Tab is More Readable (#11947)

    # About the pull request

    Organizes Alien TAB to create better visibility, no more cluttered
    verbs.

    # Explain why it's good for the game

    As person who played a lot as xeno, expecially queen, i struggled to
    find "Word of the Queen" and other important buttons in Alien Tab, now
    it should be more organized and easy to recognize, also makes so new
    players get less lost in that tab when searching for someting and also
    "subtly suggest" to check out verbs.

    # Testing Photographs and Procedure

    <details>
    <summary>BEFORE changes:</summary>

    <img width="419" height="442" alt="image"
    src="https://github.com/user-attachments/assets/66b725ad-2c6d-44ff-b305-fb6cc8f2f2cd"
    />
    </details>

    <details>
    <summary>AFTER changes:</summary>

    <img width="423" height="703" alt="image"
    src="https://github.com/user-attachments/assets/3d48b7ce-0b15-4b40-9865-271157d302ce"
    />
    </details>

    <details>
    <summary>Other Xenos (Drone as example):</summary>

    <img width="423" height="617" alt="image"
    src="https://github.com/user-attachments/assets/3ab39507-ba68-48d0-8707-39c4054ce092"
    />
    </details>

    # Changelog
    :cl: Venuska1117
    qol: Organizes Alien Tab, now verbs have categories for better
    visibility.
    /:cl:

    ---------

    Co-authored-by: Venuska1117 <venus117@o2.pl>

commit e73c57e9999d5f1dee2aac9cc3e6b05e909d55d2
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 16 21:14:21 2026 +0000

    Automatic changelog for PR #11414 [ci skip]

commit cf1aee0c2b029d492a3fe22c1e6c607e4ad63843
Author: forest2001 <41653574+realforest2001@users.noreply.github.com>
Date:   Mon Mar 16 23:11:41 2026 +0200

    Predship Multi-Z (#11414)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->

    # About the pull request

    As title, converts the pred ship to multi-z format.

    # Explain why it's good for the game

    <!-- Please add a short description of why you think these changes would
    benefit the game. If you can't justify it in words, it might not be
    worth adding, and may discourage maintainers from reviewing or merging
    your PR. This section is not strictly required for (non-controversial)
    fix PRs or backend PRs. -->

    # Testing Photographs and Procedure
    <!-- Include any screenshots/videos/debugging steps of the modified code
    functioning successfully, ideally including edge cases. -->

    <!-- !! If you are modifying sprites, you **must** include one or more
    in-game screenshots or videos of the new sprites. !! -->

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

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # 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
    label your changes in the changelog. 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. -->
    <!-- If you add a name after the ':cl', that name will be used in the
    changelog. You must add your CKEY after the CL if your GitHub name
    doesn't match. Maintainers freely reserve the right to remove and add
    tags should they deem it appropriate. -->

    :cl: forest2001, DawsonKeyes
    mapadd: Changed the Predship to Multi-Z.
    mapadd: Added a Hunter Shuttle.
    del: Removed Predship Susbsystem as it is not required.
    /:cl:

    <!-- Both :cl:'s are required for the changelog to work! -->

    ---------

    Co-authored-by: forest2001 <forest2001@cm-ss13.com>
    Co-authored-by: fira <loyauflorian@gmail.com>

commit afc005106e50f12b217ae7f499fb41c5b627e1bb
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 16 09:24:57 2026 +0000

    Automatic changelog for PR #11908 [ci skip]

commit fed8ddf1bbc02b68475fd79a3d41b921de9d8290
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Mon Mar 16 05:09:27 2026 -0400

    Fix descriptions missing punctuation (#11908)

    # About the pull request
    Fixes a bunch of descriptions missing punctuation.

    # Explain why it's good for the game
    I noticed a few and it was bugging me.

    # Testing Photographs and Procedure
    Text changes.

    # Changelog
    :cl: MoondancerPony
    spellcheck: fixed a few descriptions missing punctuation
    /:cl:

commit 1545c82e3f26f1c2deb09e6c302b8314e884b821
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 16 09:16:25 2026 +0000

    Automatic changelog for PR #11924 [ci skip]

commit 1b234dbaa28f2afc9f80b6d87406d782cd57aace
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Mon Mar 16 05:09:11 2026 -0400

    Fix browser runtime when reading papers in folders (#11924)

    # About the pull request
    Adds a missing `usr` argument to `show_browser()` in folder code and
    also cleans it up.

    # Explain why it's good for the game
    Fixes https://runtimes.cm-ss13.com/cm13/issues/199.

    # Testing Photographs and Procedure

    Nope

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

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog

    :cl: MoondancerPony
    fix: fixed reading papers inside folders
    /:cl:

commit 7a6b8fb8af90dbc6a3844b6ae6220cd657417cff
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sun Mar 15 02:48:04 2026 +0000

    Automatic changelog compile [ci skip]

commit 837634a232f159f4276498043622899854c0e6ea
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 14 21:50:33 2026 +0000

    Automatic changelog for PR #11948 [ci skip]

commit 925d263b8f4fbd77a03cf0d2ea9a45cfd1587325
Author: Ivanidze <2016romasko@gmail.com>
Date:   Sat Mar 14 21:42:58 2026 +0000

    New Dead Icons (#11948)

    # About the pull request

    updated dead icons for humans

    1. Permanent death
    2. Death

    # Explain why it's good for the game

    previous dead icons is old and doesn't look presentable these days

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>
    <img width="497" height="235" alt="NEW_DEAD_ICONS"
    src="https://github.com/user-attachments/assets/42657700-cc89-45b0-88d5-8c182c320cae"
    />
    </details>

    # Changelog

    :cl:
    imageadd: added new huddead and hudhcdead
    imagedel: deleted old huddead and hudhcdead
    /:cl:

commit a1473459981cd7ec9cbe7465a8d588cdd30214e8
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 14 02:27:45 2026 +0000

    Automatic changelog compile [ci skip]

commit c986c9d0351ae70dfc0c8e548cc45dea50d88744
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 18:21:48 2026 +0000

    Automatic changelog for PR #11882 [ci skip]

commit 294e6df32df60f0014bdd371952073cc729cb71b
Author: riot <103988604+CapCamIII@users.noreply.github.com>
Date:   Fri Mar 13 13:14:41 2026 -0500

    Actually gives some ERTs a working skilless first-aid kit (#11882)

    # About the pull request

    3 years ago I did this PR: #4670 to give ERTs a first aid kit that was
    not skill-blocked(due to the at the time recent change that made putting
    a first aid kit in your backpack as a non-medic impossible), little did
    I know but apparently this did not work at all and I just realized that
    today.

    This fixes that by allowing it to be actually stored if you don't have
    the required skills.

    The specific ERTs who were meant to have this(and actively still have it
    in the code) are:
    VAIPO/VAISO, CLF, DD, freelancers, Provosts, and HGs

    # Explain why it's good for the game

    This was intended and balance approved but never actually worked, so
    this fixes a bug which is good for the game.
    Also see the why its good for the original PR

    # Testing Photographs and Procedure

    I actually tested it this time and it WORKED

    # Changelog
    :cl: Riot
    fix: Certain ERTs should now correctly spawn with basic first aid kits,
    as they were meant to do for the past 3 years.
    /:cl:

commit 61847752388ed660f3dc25d48300762692d06685
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 13:17:16 2026 +0000

    Automatic changelog for PR #11932 [ci skip]

commit 9f943848efc35f91570e06f65e3c806d8de99fb2
Author: cuberound <122645057+cuberound@users.noreply.github.com>
Date:   Fri Mar 13 14:05:57 2026 +0100

    Random req creates slight rebalance (#11932)

    # About the pull request

    random create code is... strange to say at least. I for example intended
    for sandbags to spawn randomly in req in a PR that increased metal and
    palsteel cost but aperently they do not spawn at all (or so rarly none
    knows) this increases sandabg spawn chance and reduces sg and flamer
    fuel spawn chances. based on reports they have never seen the free
    sandbags or HPR creates and have piles of flamer fuel around

    sandbags should be in 6% of the random creates now, meaning 25 creates
    in every 15 creates on avrage making for less then two bags per random
    create

    # Explain why it's good for the game
    Adds some ammo strain on SG ammo, req does not have ten times more req
    fuel then anyone can ever use and sandbags show up as inteanded

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    balance: increases random sandbag crate spawn chance
    balance: increases random HPR crate spawn chance
    balance: reduces random flamer fuel crate spawn chance
    balance: reduces random smartgun ammo crate spawn chance
    /:cl:

commit c9011d1bfb58b2457100a505cf69a5c5a03aa815
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 13:08:32 2026 +0000

    Automatic changelog for PR #11877 [ci skip]

commit 1e52ce8bafaf18df8ed1e7233b2ac35b0aa10e7a
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Fri Mar 13 12:23:49 2026 +0000

    Add logging for G2 and Claymore placement (#11877)

    # About the pull request
    Also slap some cause data on the deployed G2
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    The logs must grow
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    admin: G2s and Claymores now get logged when deployed.
    /:cl:

commit d3a635b0c627ba1b93edae7eb2e525e2c722d997
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 12:56:36 2026 +0000

    Automatic changelog for PR #11894 [ci skip]

commit 714718da233621213060fce2184f84e166b12b6d
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Fri Mar 13 12:21:22 2026 +0000

    Fix: Xenomorph on dropship alert occurs after landing (#11894)

    # About the pull request
    Follow up to: #11677
    But we apply this to the Dropship file instead of the ferry one.
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    See #11677
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    fix: Xenomorph on dropship alert now only occurs after landing.
    /:cl:

commit 018fa382ea1b95d5545857b52ac95c6c6aa388b3
Author: tool mind <106038874+toolmind@users.noreply.github.com>
Date:   Fri Mar 13 07:19:10 2026 -0500

    More items in the synth loadout options (#11895)

    # About the pull request

    adds 4 civilian workwear variations, black suit pants, and brown and
    black external webbings to the synth loadout menu

    # Explain why it's good for the game

    more customization options are good, and these fit with the ones that
    are already in the loadout menu

    # Testing Photographs and Procedure

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

    </details>

    # Changelog

    :cl: IowaPotatoFarmer
    add: A few new clothing items in the synthetic loadout menu.
    /:cl:

commit c767e72ecdf6fadce9c6f7186cccf9256208c9bb
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 12:42:10 2026 +0000

    Automatic changelog for PR #11936 [ci skip]

commit d02c2920f573ede6812ab3a31c9943d8785302e4
Author: riot <103988604+CapCamIII@users.noreply.github.com>
Date:   Fri Mar 13 07:10:37 2026 -0500

    fixes army freq prefix (#11936)

    # About the pull request

    fully moves CIA prefixes to :2, fully moves army prefixes to :S

    # Explain why it's good for the game

    I was asked to

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl: Riot
    fix: Fixes the army tgui prefixes
    /:cl:

commit 91f9a915efab23dfec8119449bb4c308280f390a
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 12:28:02 2026 +0000

    Automatic changelog for PR #11938 [ci skip]

commit 0c84ef012e723a0ec99184f801386779765e70de
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Fri Mar 13 12:06:48 2026 +0000

    Fix: Intel job runtime (#11938)

    # About the pull request
    Address `Cannot read "USCM Intelligence Officer
    (IO)...".role_comm_title`
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this addresses a reported issue, you can include "Fixes #12345" to
    link the PR to the corresponding Issue number #12345.
    For multiple issues you must include the "Fixes" keyword for each, e.g.
    "Fixes #12345, Fixes #12346, Fixes #12347". You cannot use multiple
    issue numbers with only one keyword.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    Runtime bad

    # Testing Photographs and Procedure

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

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog

    :cl:
    fix: Intel job not properly being tied to roundstart gear_preset
    /:cl:

commit 2330bc5b2d85aef49aaab52996cd5b30d82dab5c
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 12:13:45 2026 +0000

    Automatic changelog for PR #11923 [ci skip]

commit 2df4acc0e0e2a0293bd867395e76167ad7e552ef
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Fri Mar 13 08:05:56 2026 -0400

    Fix null access runtime in jacket toggle verb (#11923)

    # About the pull request
    Fixes a runtime when Tyrargo survivors get their jackets.

    # Explain why it's good for the game
    Runtimes bad

    # Testing Photographs and Procedure
    No

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

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl: MoondancerPony
    fix: fixed Tyrargo army CO survivors not starting with an unbuttoned
    jacket due to an error
    /:cl:

commit 4b19a3f7fb20eb93e667b2b5af7c712b877280d5
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 13 06:13:50 2026 +0000

    Automatic changelog for PR #11931 [ci skip]

commit a26e6da1e042be4dc53bfc2acc4d9321b76c0428
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Fri Mar 13 02:07:07 2026 -0400

    Fix area base lighting not working (#11931)

    # About the pull request
    #11863 accidentally included an incomplete change that broke area base
    lighting, because I was optimizing it but reverted the changes (or so I
    thought) to put in a separate PR. That broke space, runtime map,
    tutorial, and vehicle area lighting...

    Basically, now we use area overlays instead of turf overlays, which is
    much faster. If we port planecube we'll have to go back to using turf
    overlays I think, though.

    # Explain why it's good for the game
    Fixes #11929. Also technically an optimization.

    # Testing Photographs and Procedure

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

    <img width="1057" height="1057" alt="image"
    src="https://github.com/user-attachments/assets/ed662ad9-c5cc-4139-ac18-0f23ceed3ce3"
    />

    <img width="1057" height="1057" alt="image"
    src="https://github.com/user-attachments/assets/f5f6d7d6-6f9c-4593-bd05-51cf5513e6db"
    />

    <img width="1057" height="1057" alt="image"
    src="https://github.com/user-attachments/assets/3cff8fc7-4afa-43bd-9dd9-9f1347e107a5"
    />

    </details>

    # Changelog

    :cl: MoondancerPony
    del: broke area-based lighting
    fix: fixed area-based lighting
    /:cl:

commit 1134dab9e9fea6e600df4c040e59c31276e0f753
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Thu Mar 12 02:31:54 2026 +0000

    Automatic changelog compile [ci skip]

commit 2c730bbccb3cdc04891a55354c27f4103735048c
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Wed Mar 11 03:31:35 2026 +0000

    Automatic changelog for PR #11426 [ci skip]

commit 59ea4250c119d83b5163fa14753316dcc3dbfcb3
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Wed Mar 11 03:24:45 2026 +0000

    Fix: Unique Preference items not getting owners when not being equipped to a pocket. (#11426)

    # About the pull request
    Resolves: #10084
    For both the fountain pen and the family photo.
    Also the plushie spawner which isn't used but I gave it the same
    treatment anyway.

    Moving the signal out of Role Authority...
    Means that any person spawned with these unique items will try to own
    them or whatever.
    So random W-Y Synth can get their fountain pen with their name on it
    etc. etc.

    Does it hurt to look at the loc.loc.loc? Sure. Can I think of a better
    way? Nope.
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    You can look mournfully at your family briefly as the xenos over run
    your position.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl: MistChristmas
    fix: Unique items: I.E. Family Photo now belong to you even if they
    spawn in your inventory instead of pocket.
    /:cl:

commit ceb7aac4f295a6935b43a6b555702ebdf9feaddd
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Wed Mar 11 03:23:31 2026 +0000

    Automatic changelog for PR #10994 [ci skip]

commit b8146207afa69e05642e3924f623c49b62543459
Author: Nihisohel <62807628+Nihisohel@users.noreply.github.com>
Date:   Wed Mar 11 11:16:31 2026 +0800

    Accessory Style System (#10994)

    # About the pull request

    This took longer than it should.

    # Explain why it's good for the game

    This PR adds in the Style system, allowing you to change the look of
    certain clothing accessories, affecting both its helmet garb sprite and
    its accessory sprite

    Theoretically, this could work for clothing, but it isn't supported just
    yet

    This PR includes 3 sets of style system supported items, being the USCM
    patch, the rosary, and a new golden rosary item.

    # Testing Photographs and Procedure

    <img width="681" height="105" alt="image"
    src="https://github.com/user-attachments/assets/61f73c2e-7fde-4f76-9ff8-b563b87fe76c"
    />

    https://youtu.be/GjhW_EQ50EQ

    # Changelog
    :cl:
    add: The style system is added! You can now examine certain items if
    they are "stylish", and pressing unique action will change its onmob
    sprite to whichever you prefer
    add: The only stylish items so far are the USCM Patch, the Rosary, and
    the new golden rosary item in the character loadout screen!
    code: Adds a parent item for all patches, and makes the USCM patch its
    own distinct type
    code: Minorly tweaks inventory overlay to prioritize item_state first
    before fallbacking to icon_state
    code: Autodocs a few clothing variables
    fix: Fixes accessorized inv_icon overlay from being directional
    /:cl:

commit 68ec4bd23fab2d9febdb9cfb6edfef433333e8be
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Wed Mar 11 03:06:33 2026 +0000

    Automatic changelog for PR #11867 [ci skip]

commit d22d0c44de759e41b9c10d3c5b28839b8c0e6076
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Wed Mar 11 02:59:58 2026 +0000

    Fix: Overwatch reporting incorrect coords (#11867)

    # About the pull request
    @noelle-lavenza for pointing this out

    Use the coords of the Target turf rather than whatever is in the Coords
    6 seconds after they push the button the first time.
    Do the same sort of thing for supply drops just incase
    Add slippery and open_space tiles to invalid target turfs

    Stop the ship map shaking multiple times with synchronized SOs

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    ARES lying to us is bad.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    fix: ARES correctly records OB/Supply Coords, stop the ship map shaking
    multiple times from one OB being fired.
    /:cl:

    ---------

    Co-authored-by: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
    Co-authored-by: SpypigDev <31124786+SpypigDev@users.noreply.github.com>

commit 611e72883bb6b4d852e922691c387111ec1f36e9
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Wed Mar 11 02:25:46 2026 +0000

    Automatic changelog compile [ci skip]

commit 75bcb1331f4ebba6126bf27514da39a551c1af49
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Tue Mar 10 17:37:01 2026 +0000

    Automatic changelog for PR #11863 [ci skip]

commit bfd7f08ba0027c91a59b9a45e878f65fa23f507b
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Tue Mar 10 13:25:55 2026 -0400

    Optimize auto turfs and remove non-auto snow turfs (#11863)

    # About the pull request
    Optimizes auto turf icons to be faster by using `orange()` instead of
    `get_step()` to take advantage of BYOND's built-in typechecking with
    helpers like `range()` and `orange()`. Removes the barely-used legacy
    snow turfs and replaces them with the auto_turf variant.

    (For those unfamiliar, `orange()` is `range()` but in an O shape,
    ignoring the center turf.)

    `bleed_layer` is also now on `/turf/open/auto_turf`, because the only
    other thing using it was `/turf/open/snow` which is now gone. Woo.

    # Explain why it's good for the game
    On my machine, it's around three and a half times faster for auto turfs
    on Tyrargo Rift, taking `/turf/open/update_icon()` from 5.2 seconds to
    1.5 seconds. That's 11.5 microseconds per call to just 3.5 microseconds
    per call. Pretty good, in my opinion.

    Also copies an `attack_larva` override from the old snow turf to the new
    one. That's the only difference they had. Technically a bugfix I think.

    # Testing Photographs and Procedure

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

    Tyrargo Rift self-time before optimization:

    <img width="1354" height="26" alt="image"
    src="https://github.com/user-attachments/assets/6b371bff-f075-4b65-b800-483057d4f70f"
    />

    Tyrargo Rift self-time after optimization:

    <img width="1361" height="28" alt="image"
    src="https://github.com/user-attachments/assets/cd33c8bc-fc09-4575-a506-7abbcba71589"
    />

    Demonstration of the overlays working still (yes, it's hard to see):

    <img width="149" height="154" alt="image"
    src="https://github.com/user-attachments/assets/29b55457-43d8-499b-a1e4-7b5e1a76963f"
    />

    </details>

    # Changelog

    :cl: MoondancerPony
    fix: fixed larvae being able to dig snow
    /:cl:

    ---------

    Co-authored-by: harry <me@harryob.live>

commit 4b6681bf0a977b1cba9ec4cd5d41450fa50c03b2
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Tue Mar 10 13:14:40 2026 -0400

    Fix various issues with Tyrargo Rift (and Shiva's Snowball) (#11773)

    # About the pull request
    Fixes some incorrect map config values for Tyrargo Rift and adds a unit
    test to ensure it doesn't happen for any future maps. Apparently Shiva's
    was also inconsistent and used the highpop map's map, but they both have
    the same image so the only difference was the name (Ice Colony).

    ~~Proposes a fix for the tacmap update issue on Tyrargo; it's hardcoded
    to Z2, but that's not the surface on Tyrargo like it is on every other
    map. ***I have not tested this yet because I'm not sure how to do so
    locally.***~~ this change has been removed because it works on live now

    # Explain why it's good for the game
    Fixes some issues.

    # Testing Photographs and Procedure

    I have not tested it yet.

commit 53e8ba0b6ae99716fb8f6102e16bab8654192552
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Tue Mar 10 09:43:36 2026 +0000

    Automatic changelog for PR #11910 [ci skip]

commit 65a8362072a8b0d30c7ea6039457ca488167a8e5
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Tue Mar 10 09:36:10 2026 +0000

    Fix: Tyrago Rift OOB areas missing the AREA_NOBURROW flag (#11910)

    # About the pull request
    Title.
    Resolves: #11784
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this addresses a reported issue, you can include "Fixes #12345" to
    link the PR to the corresponding Issue number #12345.
    For multiple issues you must include the "Fixes" keyword for each, e.g.
    "Fixes #12345, Fixes #12346, Fixes #12347". You cannot use multiple
    issue numbers with only one keyword.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    Stop sneaky burrowers sneaking off into non-accessible areas.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    fix: Tyrago Rift Out of bounds areas disallow burrowing.
    /:cl:

commit 30a6de7ae306f5a0ec3486f8e7b832d5ad788a92
Author: harry <me@harryob.live>
Date:   Tue Mar 10 08:31:43 2026 +0000

    add baseline profile for comparison

commit e7e259d61af7204f799584aa1f60e16947ade692
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Tue Mar 10 02:26:25 2026 +0000

    Automatic changelog compile [ci skip]

commit 63fcc669e8c794291098e3198afa7925d919e2c1
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 11:12:55 2026 +0000

    Automatic changelog for PR #11905 [ci skip]

commit dfa4a344d4d3ecbc593f1cecabb96dc6fead1364
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Mon Mar 9 11:06:03 2026 +0000

    Normalise ambeince "ambigen" and "ambispace" to either -30db or -18db (#11905)

    # About the pull request
    Purely for Abyssal cause it's the only map that uses these old ass
    things.
    3,4,5,9,10,11,12 to -18db
    1,2,6,7,8,13,14 and space to -30db

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this addresses a reported issue, you can include "Fixes #12345" to
    link the PR to the corresponding Issue number #12345.
    For multiple issues you must include the "Fixes" keyword for each, e.g.
    "Fixes #12345, Fixes #12346, Fixes #12347". You cannot use multiple
    issue numbers with only one keyword.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    Save peoples ears.
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    soundtweak: Normalise ambience that Abyssal uses to be quieter.
    /:cl:

commit d5dbcb1489df55f3b77697fb7db3e27669b56c38
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 08:28:56 2026 +0000

    Automatic changelog for PR #11906 [ci skip]

commit 7a55bd73c5970c047fac3ffcbc4b190903e1a17f
Author: Drathek <76988376+Drulikar@users.noreply.github.com>
Date:   Mon Mar 9 03:22:00 2026 -0500

    Fix queen check not checking affected z_levels + No Hijack Hive Collapse (#11906)

    # About the pull request

    This PR is a follow up to #7773 simply making it where the queen is
    still checked to be in whatever is the relevant Z levels per
    https://github.com/cmss13-devs/cmss13/blob/7b2625ed6b5a33f3cc7588dd78bed71f6d286737/code/game/gamemodes/game_mode.dm#L122-L125
    and
    https://github.com/cmss13-devs/cmss13/blob/7b2625ed6b5a33f3cc7588dd78bed71f6d286737/code/game/gamemodes/colonialmarines/colonialmarines.dm#L602-L631

    Additionally, we don't want to check for hive collapse during hijack
    because normally a hive collapse is either marine minor/major. But this
    could potentially return as just always a xeno minor if needed.

    # Explain why it's good for the game

    Fixes issues where say the queen and the rest of her hive hops off a
    crashed almayer and the round doesn't end.

    Should also fix #11516

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Tunnel still doesn't end round:
    <img width="2103" height="1028" alt="image"
    src="https://github.com/user-attachments/assets/493b23cf-8a0f-454a-afa5-4fe6e2630c7d"
    />

    But going to a Z level that isn't checked anymore does matter:
    <img width="4158" height="1080" alt="image"
    src="https://github.com/user-attachments/assets/952a8e77-0c3a-4370-9fc9-362c5053c8ca"
    />

    </details>

    # Changelog
    :cl: Drathek
    fix: Fixed queen no forfeit check not checking the relevant Z levels
    (namely regarding hijack/FTL)
    fix: Fixed potential for hive collapse during hijack
    /:cl:

commit 875069c9fc86dd18373e7c0962227e99ddfba79f
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 02:34:40 2026 +0000

    Automatic changelog compile [ci skip]

commit cb54193a487d26a14c6d2a5a759fc6fae4166721
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 01:07:22 2026 +0000

    Automatic changelog for PR #11883 [ci skip]

commit 4d403e9b6afc3f73f195fea9c2412571259ad13c
Author: harry <me@harryob.live>
Date:   Mon Mar 9 00:52:59 2026 +0000

    fixes not being able to bind to tab (#11883)

    follow up to the oidc pr, you previously couldnt bind to tab, now you
    could. yayyy

    :cl:
    fix: binding keys to tab now works
    /:cl:

    Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>

commit ae226007780e692c6580a22210ac52e66f1ca4c3
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 00:59:09 2026 +0000

    Automatic changelog for PR #11903 [ci skip]

commit ff9346b51ce2420e77f45957c71058733ae24438
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 00:59:01 2026 +0000

    Automatic changelog for PR #11899 [ci skip]

commit 43f7a73c7af92b95af3278c47980de1820531ef1
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Mon Mar 9 00:47:24 2026 +0000

    Fix: Dropship crew not getting their full options of point buys (#11899)

    # About the pull request
    I.E. Fix me missing a null. Oopsies
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this addresses a reported issue, you can include "Fixes #12345" to
    link the PR to the corresponding Issue number #12345.
    For multiple issues you must include the "Fixes" keyword for each, e.g.
    "Fixes #12345, Fixes #12346, Fixes #12347". You cannot use multiple
    issue numbers with only one keyword.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    Fix another instance of me being dumb
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    fix: Dropship Crew now see their full list of buyables again... Sorry.
    /:cl:

commit 09b749801793f027e25e43bdc8f609049c39adeb
Author: ori-disillusion-mirnov <ori.throwaway.acc@gmail.com>
Date:   Sun Mar 8 20:47:19 2026 -0400

    adds locations to some logs (#11903)

    # About the pull request

    evolution and hivemind usage now log location. also fixed a problem with
    headbite logging

    # Explain why it's good for the game

    i need to spy on people

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    <img width="860" height="57" alt="image"
    src="https://github.com/user-attachments/assets/9456cdb7-e7a1-4461-9078-1fbb8cf2edfd"
    />

    <img width="868" height="64" alt="image"
    src="https://github.com/user-attachments/assets/66a6e247-0991-4838-8d98-04331b425707"
    />

    </details>

    # Changelog
    :cl:
    admin: location is logged on hivemind usage and evolution logs
    fix: headbite execution log no longer lists the human as doing the
    headbite
    /:cl:

commit 0cbb7e5e7b67ef3c1fceb6498e524ce5e144a485
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 00:35:53 2026 +0000

    Automatic changelog for PR #11900 [ci skip]

commit af9b8a89a40e5df602f14db0fd389c0c7f10096e
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Sun Mar 8 20:28:23 2026 -0400

    Disable loop checks during unit tests (#11900)

    # About the pull request
    Hopefully fixes a bunch of flaky create-and-destroy failures.
    Tentatively I'm saying this should close all the flaky
    create-and-destroy issues open, because a lot of them are too old to
    still have the relevant logs.

    Also fixes an issue with roundstart lazyloading atoms, where they could
    end up qdeleted and then be lateinitialized in an invalid state. We now
    skip qdeleted atoms in the `roundstart_loaders` list.

    The warning for enabling `loop_checks` is now ignored during unit
    testing and `COMPILE_ALL_MAPS`. However, it's still checked in the
    linting step, which ensures it won't accidentally get enabled on the
    live server.

    # Explain why it's good for the game
    Fixes flaky create-and-destroy failures. What I think was happening is
    that the background loop checks caused stuff to start running in
    parallel; a background proc will yield at loop points, meaning stuff
    will run before/after it should.

    Also fixes an issue that could cause certain atoms to runtime in
    Destroy() and fail to clean up all the references they ought to.

    # Testing Photographs and Procedure
    This will only really be testable by checking CI.

    # Changelog

    :cl: MoondancerPony
    code: unit tests should have fewer flaky failures now
    /:cl:

commit 69dcd07c2a8ed494783b9fbfe64484961fc77e21
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Mon Mar 9 00:14:29 2026 +0000

    Automatic changelog for PR #11889 [ci skip]

commit 29bb8663b2030f518e8552e903471b8a96c9bfa0
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Sun Mar 8 20:02:16 2026 -0400

    Make the FTL Hijack crash about twice as fast (#11889)

    # About the pull request
    Cleans up FTL Hijack crash code. It's now cleaner and far less
    expensive. Somehow we also had `load_on_top()` from TG, but still had
    the old `PlaceOnTop()` that was split into `load_on_top()` and
    `place_on_top()`.

    Also removes the threading-through of `args` in `ChangeTurf()`. That is
    an expensive operation and a completely unnecessary one to boot, turfs
    should basically never be using `Initialize()` args anyway.

    I would suggest a testmerge if at all possible. Things seemed fine but
    there could be edge cases.

    # Explain why it's good for the game
    On local, it went from 40 seconds to 20 as measured by byond-tracy.
    Also, some of the code changes made by it were invasive and slow
    (`GLOB.ftl_turfs` list and the args passed through `ChangeTurf()`).

    # Testing Photographs and Procedure

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

    Crash openspace turfs look fine. Crash happened normally. Etc.
    <img width="1057" height="1057" alt="image"
    src="https://github.com/user-attachments/assets/10f630c3-06e1-429e-a0ec-efad7d4b9aa6"
    />

    Tracy comparison:
    <img width="413" height="59" alt="image"
    src="https://github.com/user-attachments/assets/b7193e6f-fb34-4c9a-85db-3100c601019a"
    />

    Old Tracy profile:
    <img width="1356" height="441" alt="image"
    src="https://github.com/user-attachments/assets/ffa417a6-8520-45a7-a9b1-8fd4c90b5a9c"
    />

    New, with optimizations:
    <img width="1362" height="438" alt="image"
    src="https://github.com/user-attachments/assets/9db1c4ee-e6c6-4840-931a-5c03e6a551a0"
    />

    </details>

    # Changelog

    :cl: MoondancerPony
    fix: made the FTL Hijack planet crash around twice as fast
    /:cl:

    ---------

    Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>

commit 864091c405bab4b7cd5084d80d5164bd2e30b2c2
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sun Mar 8 13:30:23 2026 +0000

    Automatic changelog for PR #11862 [ci skip]

commit 6fa90ec335c37e420e3ae020e4db79682b3675d9
Author: riot <103988604+CapCamIII@users.noreply.github.com>
Date:   Sun Mar 8 08:23:18 2026 -0500

    Makes the basketball hoops on LV-624 be able to be walked through (#11862)

    # About the pull request

    makes the basketball hoops have density 0

    # Explain why it's good for the game

    It is so unbelievably annoying to be in a critical situation and for the
    hoops to block you from escaping even through there is clearly enough
    room on the tile to move through them.
    Related: See branch name

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    I didn't test it, I hope it works but I made it in less than 5 minutes

    </details>

    # Changelog
    :cl: riot
    maptweak: The basketball hoops on LV-624's Fitness dome can now be
    walked through.
    /:cl:

commit 7b2625ed6b5a33f3cc7588dd78bed71f6d286737
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sun Mar 8 02:33:24 2026 +0000

    Automatic changelog compile [ci skip]

commit d6191482eae54793a771d3f9e5c6ff13b8342227
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 7 16:40:55 2026 +0000

    Automatic changelog for PR #11847 [ci skip]

commit eb235d7cbdaba1e6346cf4d97257cd8514ef8b34
Author: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
Date:   Sat Mar 7 08:33:57 2026 -0800

    Allow adjust job slots to modify roundstart positions (#11847)

    # About the pull request

    This PR adds an option to modify the job slots for roundstart positions
    rather than just latejoin positions via the admin verb to change job
    slots

    # Explain why it's good for the game

    when modifying job slots sometimes it is in the interest of staff to
    disable a job being rolled for during the round start, at present the
    adjust slot verb somewhat un-intuitively does not effect the roundstart
    job slots to be rolled, only those for latejoining.

    # Testing Photographs and Procedure
    testing procedure as follows:
    spawn in normally with no verb usage
    attempt to spawn in with roundstart set to 0, then latejoin with
    latejoin untouched
    attempt to spawn in with roundstart untouched, then ghost respawn and
    attempt to join with latejoin disabled
    I didn't have a great way to verify whether opening extra slots for
    roundstart worked; but opening extra latejoin slots still worked as
    expected.

    # Changelog

    :cl:
    admin: the adjust job slots verb now allows you to modify roundstart
    slots as well as latejoin ones.
    /:cl:

commit d53ce280e9406bf98086644586eb7d13a458a66d
Author: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Date:   Sat Mar 7 13:21:40 2026 +0000

    Lore Plaque + Galaxy Map (Revived) (#11776)

    # Revival of #11238

    <img width="560" height="240" alt="image"
    src="https://github.com/user-attachments/assets/df2144a0-76c4-403f-a411-2453fa5ca64d"
    />

    Galaxy Map is on a table in CIC:

    <img width="928" height="352" alt="image"
    src="https://github.com/user-attachments/assets/25b443da-4ce0-4298-9c74-9a57b2742c46"
    />

    ## About the pull request
    Adds a few lore items to CIC that help ground the Almayer in the Aliens
    universe.

    ## Explain why it's good for the game
    Ensoulification. The Almayer is an actual ship in the marines, but
    almost nothing in the game exposits that. Makes it seem a little more
    like the Almayer's a real ship that matters. Hopefully has some RP
    opportunities as well as exploring some lore.

    # I've guessed that FourKhan is his ckey by checking the forums but I
    dunno

    Changelog
    🆑 FourKhan, DangerRevolution, Harrysno
    add: Added a plaque to CIC explaining in-universe marine organization.
    Text written by Harrysno
    add: Added a map of the in-universe galaxy to CIC.
    /:cl:

    ---------

    Co-authored-by: khansworth esq. <fourkhan@da.khan>

commit cfd574bb37b5779c6cf7ffa1c8015ee7b48edb4d
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Sat Mar 7 08:07:45 2026 +0000

    Adjust the PR Template to use correct syntax for Automatic Issue linking (#11819)

    # About the pull request
    Title
    Syntax can be found
    [here](https://docs.github.com/en/issues/tracking-your-work-with-issues/using-issues/linking-a-pull-request-to-an-issue)
    TL;DR
    `KEYWORD #ISSUE-NUMBER`
    And for multiple
    `KEYWORD #ISSUE-NUMBER, KEYWORD #ISSUE-NUMBER`

    Keywords:
    - close
    - closes
    - closed
    - fix
    - fixes
    - fixed
    - resolve
    - resolves
    - resolved

    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    Gives the correct syntax to do the auto issue linking
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog

    ---------

    Co-authored-by: Sutures <101909198+noelle-lavenza@users.noreply.github.com>

commit 3c2f1ce587b2a6cbd028d4542b687e9c74275c08
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 7 08:50:56 2026 +0000

    Automatic changelog for PR #11880 [ci skip]

commit 6c9c43b4c35f98ae4f28e67ee3a0c9808e7c9473
Author: Drathek <76988376+Drulikar@users.noreply.github.com>
Date:   Sat Mar 7 02:04:35 2026 -0600

    Hive Status & Manifest Bindings (#11880)

    # About the pull request

    This PR does a couple things:
    - Hive Status keybinding now works for observers
    - A new unbound binding for crew manifest is added that works for humans
    & observers (humans will be faction checked just like their existing
    verb)

    # Explain why it's good for the game

    Resolves #11879

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    <img width="400" height="500" alt="image"
    src="https://github.com/user-attachments/assets/5d7bf413-02c0-4ad4-a1e3-90f16225940d"
    />
    <img width="546" height="100" alt="image"
    src="https://github.com/user-attachments/assets/9755ac1f-ab82-4084-a4db-e6ccf07823e1"
    />

    </details>

    # Changelog
    :cl: Drathek
    add: Added marine manifest hotkey for humans & observers
    fix: Hive status hotkey now works for observers
    /:cl:

commit 9ba85fdbbf5dc096791054abdcf1d09c9f7c77f2
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 7 08:31:07 2026 +0000

    Automatic changelog for PR #11888 [ci skip]

commit dc909ddb9ee9e017a22d43b8a04fb319ca33c8b2
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Sat Mar 7 03:01:40 2026 -0500

    Fix many typos (#11888)

    # About the pull request
    Fixes a lot of typos. Like, a lot. A lot a lot. Some more opinionated
    changes (like breaking up words that aren't usually compounds in
    standard English, or switching to American English from British English)
    weren't even included in this.

    Some typos were also fixed in code but that was just because I got lazy
    with mindlessly clicking find-and-replace. I did make sure I didn't
    replace anything I shouldn't, though.

    # Explain why it's good for the game
    I will stop noticing them in-game.

    # Testing Photographs and Procedure
    They're text strings. Reading them is enough.

    # Changelog

    :cl: MoondancerPony
    spellcheck: fixed a lot of typos
    /:cl:

commit f05a44735887a26a30aa050ad795fd104ce5d511
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 7 08:14:42 2026 +0000

    Automatic changelog for PR #11892 [ci skip]

commit 5ec270ec27fa0e209c90bb3a8fb023410caa53fc
Author: Steelpoint <6595389+Steelpoint@users.noreply.github.com>
Date:   Sat Mar 7 16:01:00 2026 +0800

    Tyrargo Rift - Adds 100-player pop limit.  (#11892)

    # About the pull request

    See title. Adds a 100 player pop limit for Tyrargo.

    # Explain why it's good for the game

    The map is too big for lowpop from my experience and the experience of
    players. At least 100 players seems like a good starting spot.

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    add: Tyrargo Rift may only be voted for if the server has at least 100
    players.
    /:cl:

    Co-authored-by: Steelpoint <alexander.henley@hotmai.com>

commit e76171eb7e38d1b4e6db5b3bd0b40c8ceb733476
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 7 07:55:17 2026 +0000

    Automatic changelog for PR #11878 [ci skip]

commit a57c0b77a5f2e2255e62c2546cc23e007110466f
Author: riot <103988604+CapCamIII@users.noreply.github.com>
Date:   Sat Mar 7 01:48:43 2026 -0600

    Ups pickup hotkey memory to 5 (#11878)

    # About the pull request

    title

    # Explain why it's good for the game

    Sometimes you need to pickup an item you dropped but it goes out of your
    memory, with macroes this used be simple but they're removed now, any
    items you intentionally mean to throw away are either rare enough where
    its not an issue, or are empty mags which are usually just auto-ejected
    onto the ground anyway.

    # Testing Photographs and Procedure

    # Changelog
    :cl: Riot
    add: Pickup hotkey has a memory of 5 items now
    /:cl:

commit b4458447ddec9b63e9e93e3a392502b76c8a2e25
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Sat Mar 7 02:22:03 2026 +0000

    Automatic changelog compile [ci skip]

commit 8b74b64b19be181abf8d5af04dfa864b92b11aa7
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 6 10:01:19 2026 +0000

    Automatic changelog for PR #11876 [ci skip]

commit 93219e35bd30dbf1bdc0f7589b80af7ce15edfee
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 6 10:00:52 2026 +0000

    Automatic changelog for PR #11874 [ci skip]

commit e6a6c1e4883774295275f41e02a57c90fe9ddf7c
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Fri Mar 6 04:43:32 2026 -0500

    Fix SSV Rostock on Linux (#11876)

    # About the pull request
    Linux paths are case-sensitive, Windows paths are not. This means Linux
    would fail to find the map file and not actually load the Rostock. That
    doesn't seem like it's a big problem until you remember that our Github
    Actions CI runs on Ubuntu. Whoops.

    # Explain why it's good for the game
    The map should actually be tested...

    # Testing Photographs and Procedure
    The warning should now be gone from the unit tests for the SSV Rostock.

    # Changelog
    :cl: MoondancerPony
    server: Linux servers now load the SSV Rostock properly
    /:cl:

commit b4f3d9c601408c49406719f621ecf1f3f3e84273
Author: zzzmike <85382350+zzzmike@users.noreply.github.com>
Date:   Fri Mar 6 01:43:21 2026 -0800

    Small FTL wording change (#11874)

    # About the pull request

    Changes FTL wording to make game mechanics more transparent.

    # Explain why it's good for the game

    I don't know about the rest of you, but with the current wording,
    "initiating quantum jump" - when the fueling hasn't reached 100% yet...
    I thought it was just saying that the process is spooling up and we'll
    jump at 100% fuel. It's not obvious to me that the jump has actually
    been initiated at that point and that the fuel actually just needs to be
    maintained in order to keep traveling in hyperspace. It's more clear if
    you look out the window, but I never seem to be at a window. So, this is
    just a small wording change. Also, it should be made clear to people
    that they can't evacuate until the ship drops out of hyperspace.

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    qol: FTL jump wording changed to make game mechanics more transparent
    /:cl:

    ---------

    Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>

commit 1b16a3417fc07961d5f04641341f99a88d09c88f
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 6 08:36:03 2026 +0000

    Automatic changelog for PR #11680 [ci skip]

commit 8e91fdcbeb2e458f2e35b997cee01de29f3ab941
Author: Drathek <76988376+Drulikar@users.noreply.github.com>
Date:   Fri Mar 6 02:25:24 2026 -0600

    Don't qdel tgui windows + new_player fixes (#11680)

    # About the pull request

    This PR is a follow up to #9427 and #7766 doing the following:
    - Removes a couple qdel calls for `/datum/tgui_window` (Nothing normally
    qdels these)
    - Adds some additional cleanup for a `/datum/tgui_window` when closing
    without a client that don't need a client
    - Sets spawning TRUE and qdels the new_player mob for all the places I
    could fine that new_players failed to do so namely to resolve new
    runtimes here:
    <img width="1410" height="509" alt="image"
    src="https://github.com/user-attachments/assets/b86a46d3-6c14-4dc6-8a55-38b4daf6357d"
    />

    # Explain why it's good for the game

    - Should reduce hard deletes and clean up new_player mobs more
    - Fixes this when returning from a tutorial:
    <img width="1385" height="586" alt="image"
    src="https://github.com/user-attachments/assets/ab047c4f-e489-448a-a836-bd1397152367"
    />

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Now tgui_window doesn't delete on reconnect:
    <img width="477" height="682" alt="image"
    src="https://github.com/user-attachments/assets/8f757f46-875d-442d-8705-9bc95fb46f3f"
    />

    </details>

    # Changelog
    :cl: Drathek
    code: Reworked how unauthenticated and lobby menu windows clean up on
    logout
    code: TGUI window close now cleans up more even if there is no client
    fix: Fix runtimes with tutorials ending tutorials twice
    fix: Fixed various places where spawning from lobby would fail to delete
    the new_player mob
    fix: Fixed niche logging not occurring when predators join
    /:cl:

commit ef682c77e26a12411dab25b9e9542471be9ddfe7
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Fri Mar 6 02:28:22 2026 +0000

    Automatic changelog compile [ci skip]

commit d3b00586c4c4141ce1390eaed8d97e8e06fe53fa
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Thu Mar 5 08:15:00 2026 +0000

    Automatic changelog for PR #11871 [ci skip]

commit a9878334a70ef4b44d5e49a7af85413bbe052799
Author: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Date:   Thu Mar 5 03:07:50 2026 -0500

    Move Tyrargo army survivors to bottom of Marine crew monitor (#11871)

    # About the pull request
    Moves the Tyrargo army survivors to the bottom of the crew monitor,
    similar to how FORECON and other survivors are handled.

    # Explain why it's good for the game

    Fixes #11852.

    # Testing Photographs and Procedure
    N/A, simple number tweaks.

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

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog

    :cl: MoondancerPony
    fix: Tyrargo Rift army survivors no longer show up as part of Alpha
    Squad on the crew monitor.
    /:cl:

commit 1badd2b7a62108064eb2d6108c89e89fdd7984ae
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Thu Mar 5 04:15:28 2026 +0000

    Automatic changelog for PR #11868 [ci skip]

commit 172d2acf2793fafcae4b2a8551474dfae93c7bfc
Author: MistChristmas <TheIrishGamingLeprechaun@gmail.com>
Date:   Thu Mar 5 04:08:07 2026 +0000

    Remove Law comment from Oxycodone Bottle (#11868)

    # About the pull request
    You're not going to arrest a Doctor for giving one to a Corpsman. This
    line doesn't need to exist and shouldn't be treated as a directive.
    <!-- Remove this text and explain what the purpose of your PR is.

    Mention if you have tested your changes. If you changed a map, make sure
    you used the mapmerge tool.
    If this is an Issue Correction, you can type "Fixes Issue #169420" to
    link the PR to the corresponding Issue number #169420.

    Remember: something that is self-evident to you might not be to others.
    Explain your rationale fully, even if you feel it goes without saying.
    -->

    # Explain why it's good for the game
    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    Put screenshots and videos here with an empty line between the
    screenshots and the `<details>` tags.

    </details>

    # Changelog
    :cl:
    spellcheck: Removed Illegal to distribute line from Oxycodone bottle
    /:cl:

commit 0f59f19287dba006e049a3014728edba6ea740c2
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Thu Mar 5 04:01:33 2026 +0000

    Automatic changelog for PR #11859 [ci skip]

commit 36080fc347b7889955c335407eaad5c79eec9fc1
Author: BeagleGaming1 <56142455+BeagleGaming1@users.noreply.github.com>
Date:   Wed Mar 4 22:49:35 2026 -0500

    Disables Macros (#11859)

    # About the pull request
    Disabled byond macros, and picksay_verb cause its only used by macros

    # Explain why it's good for the game
    We have nothing that needs byond macros anymore

    # Testing Photographs and Procedure
    I didnt test it

    # Changelog
    :cl:
    del: Disables Byond macros
    /:cl:

commit d33293be0e042161f5756a914e5f2b9a764eb8df
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Thu Mar 5 03:52:47 2026 +0000

    Automatic changelog for PR #11872 [ci skip]

commit c76dc06a2b5d8fd66d918525968741499e7c8f2e
Author: riot <103988604+CapCamIII@users.noreply.github.com>
Date:   Wed Mar 4 21:46:08 2026 -0600

    Gives the US Army their own ranks (#11872)

    # About the pull request
    Gives the correct army ranks to the survivors, the necessary sprites
    were already in-game from 2 months ago, this just adds the paygrades and
    applies them.

    This also fully completes and fixes Army comms, which weren't finished
    as was mentioned to me in contributors

    Allows army survs to go to the comms tower and program their comms onto
    it, so they can continue using their own special comms.

    also CIA comms are now on :2 instead of :s, to make room for the more
    commonly used channel on an actual letter key

    # Explain why it's good for the game

    Lore accuracy and realism good

    Allowing them to use their special comms groundside is good.

    # Testing Photographs and Procedure

    It works.

    # Changelog
    :cl: Riot
    add: Adds US army ranks, applied to the survivors and ERT on Tyrargo
    Rift
    fix: Army survivors can now program the comms tower to accept their
    comms.
    fix: Army comms are now fully working, with their own radio key and
    working comms color.
    /:cl:

commit e213a4f10fce762383442f61726be3db022ba8e8
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Thu Mar 5 02:30:14 2026 +0000

    Automatic changelog compile [ci skip]

commit 051e70c88ac87087e52e3249fd9c5c39d0c7ee7a
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Wed Mar 4 13:38:37 2026 +0000

    Automatic changelog for PR #11805 [ci skip]

commit 9bafce49d19f6d9f806714b9e05604c88ab19277
Author: Drathek <76988376+Drulikar@users.noreply.github.com>
Date:   Wed Mar 4 07:29:03 2026 -0600

    Rustg 6.0.1 (#11805)

    No DM source changed
    # About the pull request

    This PR is a follow up to #11653 bumping rust_g up to
    [6.0.1](https://github.com/tgstation/rust-g/compare/6.0.0...6.0.1).

    # Explain why it's good for the game

    We're specifically interested in the main change for this release:
    addressing race conditions when generating spritesheets (though we are
    yet to employ these).

    # Testing Photographs and Procedure
    <details>
    <summary>Screenshots & Videos</summary>

    <img width="1525" height="1084" alt="image"
    src="https://github.com/user-attachments/assets/aaadcd9b-5a99-4d2b-a488-1e45f4755fa8"
    />

    </details>

    # Changelog
    :cl: Drathek
    code: Updated rust_g to 6.0.1 to address possible race conditions for
    spritesheet generation
    /:cl:

commit 1a8e79c2fb179e35953ebaccf632d9352a173317
Author: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Date:   Wed Mar 4 09:52:01 2026 +0000

    Automatic changelog for PR #11368 [ci skip]

commit 85c9cff620800b178a1ada03f1854de3e8e7d110
Author: Drathek <76988376+Drulikar@users.noreply.github.com>
Date:   Wed Mar 4 03:45:02 2026 -0600

    FTL Hijack Evacuation (#11368)

    # About the pull request

    For a broad ove…
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