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#18 Перенос обновлений с Beta на Alpha сервер #946
Commits on Sep 7, 2024
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Merge pull request #930 from RalseiDreemuurr/sprites
Добавление новой анимации приземления шаттлов
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Merge pull request #931 from molnizz/cringe24
Update planet_types.dm
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Commits on Sep 8, 2024
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Commits on Sep 9, 2024
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Merge pull request #933 from MrCat15352/vending_cost
UPDATE: Turn ON cost vending
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Merge pull request #934 from MrCat15352/new_structures
ADD: New structures
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Merge pull request #932 from RalseiDreemuurr/sprites
Замена спрайтов Глока, ЮСП и магазинов к ним
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Merge pull request #936 from MrCat15352/fix_struc
FIX: add table dmi
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Merge pull request #937 from MrCat15352/combo
UPDATE: ANTI-Vandalizm mechnizm of Vending
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Merge pull request #938 from MrCat15352/anti_vndal
ADD: Anti-vandal
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Commits on Sep 10, 2024
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UPDATE: Outpost & Ghost Roles (#924)
* База * Выпиливаем ненужный пак * Встраиваем гост рольки на аванпост, чиним некоторые баги и огрехи на карте зимнего астероида * Прописываем, что повара могут драться и в зонах бара и ботаники * Добавляем горничную одежду тактическую но белого цвета и без статов, для рольки * И вот сюда добавляем аутфиты, джобки, спавн на аванпост ролек. * Реворк аванпоста * Внесены доработки в карту зимнего аванпоста. Втсречайте, новый бар! * Обновлена карта * Добавляем крафт и новый объект мусорный стол из Scrapa за 10 штук! * Добавлены новые занавески * А это полы на будущее. Плюс новый снег * обновлен аванпост * Добавлен вариант барного деревянного стола * Добавлены различные новые структуры, тюрфы, полы, снег * Добавлены новые лестницы * фикс * Добавлены атласы * удаляем мусор * Исправляем ошибки лестниц и включаем их * Добавляем тех пол новый * Добавлена мраморная плитка * Добавлен новый вид полов для морозильника. Цвета новые * Добавляем пути в дме * Добавлен набор стеклянных полов * Протестирована новая плитка * Отключаем замену пыли на ржавчину для стеклянного пола и мрамора * Сделаны текстурки для перевернутого стола из мусора. Уменьшена прочность до 60 * Добавляем новые вариации столов из плазмостекла, усиленного стекла, пластитанового стекла, титанового стекла, усиленного стекла, плазмоусиленного стекла * Еще столы * Добавлены еще две роли для гостов, это бродяга и артист (клоун). Пофикшены мелкие недочеты у других ролек * Исправлены опечатки * Добавлен параметр фракции для всех гост ролек. А то как бы они гражданины Элизиума * Исправлен доступ для мэйдочки, до этого она не могла покинуть свою комнату... * Исправлены спавнеры ролек гостов * Замена дроп спавна у бомжа на грязный матрасс * Покупаем повару обувь * Отправляем в щитспавн indie_space - по приказу Head of Maps * Поправлены карты, на второй аванпост добавлены гост рольки * Чиним и выключаем халявную еду во всех автоматах. Плюс одежда тоже. * Добавлен стол синдикатовского варианта. Пофикшен требуемый материал для усиленного стеклянного стола * Добавлен синдикатный стол * Сделаны спрайты для синди металла --------- Signed-off-by: MrCat15352 <[email protected]>
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Merge pull request #939 from MrCat15352/fix_mouse_sprite
FIX: Missed Dead mouse sprites
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Commits on Sep 11, 2024
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Adds some of the new Frontiersmen weapons to the Black Market (shipte…
…st-ss13#3332) <!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Adds the Mauler, Spitter and Pounder and their respective magazines to the Black Market ## 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. --> They're illicit, pirate weapons, and the Spitter itself was made in mind for black market usage in it's descriptions, so they're fitting additions to the black market, and gives these interesting weapons a place to be bought and seen. ## Changelog :cl: add: Adds the Mauler, Spitter, and Pounder to the black market /: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. -->
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Gun safeties work in more slots (shiptest-ss13#3342)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> shiptest-ss13#3341 Gun safeties can be toggled in 1st level storage slot (e.g hands, suit slots, belts, pockets, back) instead of just the hands. Guns in containers (e.g. backpacks) aren't togglable. ## 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. --> Seems like a nice QOL thing to have. ## Changelog :cl: add: Gun safeties can be toggled from 1st level storage slots. /: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. -->
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NT captain gloves desc fix (shiptest-ss13#3340)
NT cap gloves no longer lie about shockproofing <!-- 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 NT captain gloves no longer lie about being shock-proof. ## Why It's Good For The Game whoops ## Changelog :cl: fix: NT captain gloves no longer lie about shockproofing /: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. -->
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Adds a rubbershot box to cargo (shiptest-ss13#3326)
<!-- 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 This should add a box of rubbershot ammo to the outpost cargo market. ## Why It's Good For The Game This will allow players the ability to purchase rubbershot for training activities without having to require RnD beforehand. ## Changelog :cl: add: Adds a rubbershot box to the outpost market /: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. -->
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Nerfs hollowpoint rounds to bring them under limb crit threshold (shi…
…ptest-ss13#3334) <!-- 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 Nerfs most hollowpoint rounds by 5 damage. Nerfs 8mm hollowpoint by 6 damage for a total of 49 damage. ## Why It's Good For The Game This is mostly because .357 Hollowpoint does exactly 50 damage, which crits an unarmored limb (which is most players' limbs) in a single shot. The nerf doesn't hit HP so hard it isn't worth it, because you're still doing the same damage as weapons much higher up on the totem pole, but it ensures the only weapon that can crit a limb in a single shot is a .45-70 firing hollowpoint or explosive ammo. And sniper rifles like the Scout, if those ever get something like hollowpoint. ## Changelog :cl: balance: Reduced hollowpoint damage by 5 (and 8mm Hollowpoint by 6) /: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. -->
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Destructible Walls (And Mineral Walls) (shiptest-ss13#3145)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ### Wall Stuff and Behavior - Moves the damage behavior from concrete walls to closed turfs. - Basic walls can be repaired with a welder. - Basic walls are still deconstructed with a welder, but it now starts a repeatable do after that reduces the wall's integrity more efficiently than simply attacking. - R-walls integrity is tied to their deconstruction state. Damaging one enough will move it down a state, and can be repaired by following the construction steps. They can still be deconstructed the same as before, or with a plasmacutter. ### Plasmacutters - Plasma cutters are now more of an engineering tool, and acts as an "upgrade" to the welder and deconstructs walls faster, and can repair prosthetic limbs. They can still mine, but lose the additional mining range and has a chance to ruin ores. - Plasmacutters now fit in toolbelts. - Moves plasmacutters and advanced plasmacutters from mining to tech plasma manipulation and adv plasma manipulation tech respectively. - Adds plasmacutters to the Mudskipper, Riggs, Talos, Gecko, Heron, Osprey, Ranger, Hyena, Komodo, Shetland and Twinkleshine - Adds plasmacutters to cargo for 1250 credits ### Misc Code stuff - Cleans up crate/closet deconstruction. It now checks for tool_behavior rather than a specific tool and non-help intent. - Renames concrete_damage.dmi to wall_damage.dmi - Moves indestructible walls into it's own file - bitflags for bonus damage on walls ## 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. --> Rylie asked me to make this. Currently, it's much easier to go through a wall than a door if you want to force entry as it's as simple as having a welder or a jackhammer to take off the wall plating vs having to take the time hack an airlock, which probably isnt great. Also gives some counterplay if you're on the defending side since you have the opportunity to repair compromised walls or go around and attack the breacher. This would add more possible interactions and play around with walls since you no longer need these two specific tools to get through a wall. If you say, have enough ammo you could theoretically just shoot your way in, and they're no longer indestructible pieces of cover. ## Changelog :cl: add: Welders/Plasmacutters now deal damage to wall integrity to decon add: Plasmacutters are now engineering tools and fit in toolbelts. They can damage ores into slag if used to mine. They are now researched with plasma technology and advanced plasma technology. add: Plasmacutters to cargo for 1250 add: Adds plasmacutters to the Mudskipper, Riggs, Talos, Gecko, Heron, Osprey, Ranger, Hyena, Komodo, Shetland and Twinkleshine del: Plasmacutters extra mining range fix: Plasmacutters can repair prosthetic limbs like welders code: Moves damage behavior of concrete walls to closed turfs. Basic walls are now repaired with a welder. code: R-walls d-state tied to their integrity. R-walls can be deconstructed with plasmacutters. code: Crate decon checks for tool behavior rather than a istype check /: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. -->
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ports some tg botany code to fix novaflowers (shiptest-ss13#3063)
<!-- 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. --> novaflowers werent applying firestacks so i ported a ton of botany code. novaflowers and nettles now use genes for there pickup and attack stuff clothing traits that only botany gloves use rn tgstation/tgstation#59107 tgstation/tgstation#56233 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> better code c: <!-- 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. --> :cl: FalloutFalcon, MrMelbert, Coiax code: ported alot tg botany code along with gene desc and icons to be used more soon refactor: moves most plant effects into genetics stuff /: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: Sun-Soaked <[email protected]>
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Rebalances hardsuit slowdowns (shiptest-ss13#3335)
<!-- 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. --> Rebalances slowdown factors on various hardsuits to make some better and some worse. - Blood-red hardsuits now have a flat 0.5 slowdown at all times; toggling modes does not affect speed - Security hardsuits and other combat hardsuits (excluding swat suits) have a slowdown of 0.5; having worse armor than blood-reds is bad enough as it is - the heavy mining hardsuit now has the same speed as the mining hardsuit because it was faster than its lighter counterpart for some bizarre reason - The solgov hardsuit also got nerfed to 0.5 slowdown because it was full speed for some reason - The quixote mobility suit, despite being rare as hen's teeth, has 0.3 slowdown because thgvr doesn't want any hardsuit to be fullspeed Blood-red hardsuits (and their rarer sibling, the elite hardsuit) were unequivocally the kings of the armor scene, boasting both very high armor values and high mobility. if you found a blood red suit, you basically never had any reason to take it off or made any kind of trade-off for it. by contrast, security hardsuits and their relatives are extremely unpopular both for their slowdown and their mediocre armor values. this PR at least makes the slowdown much more tolerable, making all combat hardsuits (not counting swat suits) the same speed as a blood-red hardsuit in EVA mode. Ramzi suits were meant to be worse than blood reds in part because the speed boost doesn't work on them; this downside is now represented by just making them the same speed as a miner's hardsuit at all times. It still represents rusted and nonfunctioning servos and overall clunk like before. :cl: balance: Made security hardsuits faster and blood-red hardsuits slower balance: Normalized some weird hardsuit speed outliers /: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. -->
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Bandolier auto-loading (shiptest-ss13#3324)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Bandoliers can now be loaded similarly to a magazine by using an ammo box on it. Adds an examine hint for this behavior. ## 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. --> QOL change, Streamlines loading the bandolier so you don't need to click at minimum 80 times to manually hand load 40 rounds into your bandolier. ## Changelog :cl: add: Bandolier auto-loading and examine hint /: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. -->
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Faction datums for smarter faction logic (shiptest-ss13#3156)
<!-- 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. --> A basic datum system for managing factions, currently they are only used to consistently grab faction names! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Simplify attaching content to factions. <!-- 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. --> :cl: add: Added faction datums, this will be cool soon! /: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. --> --------- Signed-off-by: FalloutFalcon <[email protected]>
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Crafting Cruft Removal (shiptest-ss13#3296)
<!-- 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. --> Removes the following recipes because: Clothing - Scrap Armor - it sucks, it's ugly, it's expensive and it's honestly a bait to have it craftable Drinks - Holy Water Flask - god died - Nothing Bottle - mimes died Misc - Flashlight eyes - just why. - Extendo-hand - TG slop - Guillotine - meme item - Moth Plushie - plushies are cool, but the recipe itself is a meme Robots - Honkbot - clowns died Tribal - Bonfire, Distiller, Mushroom Bowl and Charcoal Stylus moved to Misc - they are okay - Bone Spear, Bone Axe and Bone Sword moved to Weapons - Hate to keep them, but there isn't really any other okay melee weapons available, outside of the crusher I suppose, but that one's inconsitent to get. - Bone Armlet, Wolf Fang Necklace, Goliath Cloak, Hunters Belt and Polar Cloak moved to Clothing - they are okay - **Everything else got removed, including the category itself** - it's about time to let ash walker gear go I think Weapons/Ammunition - Explosive Lance - item's definitely on the goofier side - Teleprod - teleportation is often fucked - Gonbola - gondolas barely exist, might as well axe it - Flamethrower - feels like this should be locked behind more than crafting - Chainsaw moved to Misc - it's a gardening tool, you MANIACS - Pipe Bow and All The Arrows - bows are kinda broken rn? Commented it out cuz feels like it can be used later, but having broken stuff here is dumb. **Note here: It's just the crafting recipes, not foods themselves. Crafting cleanup, not food cleanup.** Breads - Mimana Bread - mimes died Burgers - Ghost Burger - magic is not real - Clown Burger - clowns died - Mime Burger - mimes died - Spellburger I and II - magic is not real Cakes - Slime Cake - you are NOT getting slime extracts for this - Angel Food Cake's recipe was changed - god died, so it uses cream instead of holy water - Clown Cake - clowns died Frozen - Honkdae - clowns died - Mime Snowcone - mimes died - Clown Snowcone - clowns died - Also renamed all the cola cones according to names from the drink rename Meats - Meat Clown - clowns died Pastries - Honk-pockets - clowns died Pies - Mime Tart - mimes died Salads - Monkey's Delight - it's very questionable Soups - Clowns Tears - clowns died Spaghettis - Spesslaw - space law died Egg-Based Foods, Pizzas, Sandwiches - Nothing :D Also, removes flamethrower slapcrafting for the same reason that's above. Also removes bone clup, skull helmets and bone armor from bone construction menu. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Explained for every item individually. <!-- 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. --> :cl: del: Removed a lot of cruft from the loadout. del: Removed flamethrower slapcrafting. del: Removed the Tribal crafting tab (some items were moved to other tabs). del: Removed bone club, skull helmet and bone armor from the bone construction menu. /: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. -->
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Removes Sheetza (shiptest-ss13#3347)
<!-- 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 you can no longer make pizza tables I am become gerg orwall shiptest-ss13#1219 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game cruft... <!-- 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. --> ## Changelog :cl: del: Removed sheetz. Feel free to send me threats for this crime! /: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. -->
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Commits on Sep 12, 2024
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Merge pull request #942 from blasphemk/blasphemy-branch
FIX: дюп боргов и неверный дроп со сломанных шаттерсов
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Merge pull request #941 from MrCat15352/fix_tail_sprite_tajara
FIX: лишний 13 кадр анимации хвоста
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Merge pull request #940 from MrCat15352/fix_nemo
FIX: add light switch on Atmos ship Nemo-class
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Merge pull request #944 from molnizz/cringe24
Update: Configs after merge
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Commits on Sep 13, 2024
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Merge pull request #945 from MrCat15352/fix_buble
FIX: Нашлись провода
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Commits on Sep 14, 2024
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Merge pull request #947 from molnizz/cringe24
Add: Night planet types and some fixes
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