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helmet pill packet #6
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helmet pill packet #6
Commits on Oct 28, 2023
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Provost sprites and code cleanup (cmss13-devs#4409)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Gives the provost uniforms their own sprites as only the Enforcer used the provost uniform sprite, and all others used MP sprites which contrasted with the provost jackets/armour. Also removes a lot of duplicate code where things were subtyped and really didn't need to be. <!-- 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 Having all the duplicate entries, especially in the preset lists, is really clunky and useless. The only things that were being used were specially named uniforms and suits, which is unnecessary. <!-- 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. --> <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: imageadd: Added sprites for provost senior and marshal uniforms. spellcheck: Gave unique names to the provost armour subtypes. balance: Prevented most provost armour from being able to fit inside bags. balance: Returned provost armour to the same slowdowns as MP armour. code: Removed a lot of duplicate code in Provost presets and uniform/suits. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
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Fix for incendiary OB spread. (cmss13-devs#4791)
# About the pull request Followup to cmss13-devs#4645. ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/905bb1d9-ef4b-4963-9632-881a7da1bf8c) # Explain why it's good for the game ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/edd79640-fb51-47b9-baa0-dfd9ca62b86b) # Changelog :cl: fix: Incendiary OB once again spreads to intended size. /:cl:
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Remove Direct Hit Limb Penalty against Xenos (cmss13-devs#4788)
# About the pull request <!-- 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. --> ## Simple version Selecting a body part on doll at bottom right applies an inherent accuracy debuff to shots (an hand is harder to hit than chest). This penalty still applied to sprite-click attacks on Xenomorphs, despite the localized damage having no effect. This means that you'd have to constantly reset your aimed part to chest every time you try to shoot a Xeno, or would suffer a "free" penalty. ## Detailled version Old flow went as follow: * Get base Hit Chance and Roll * If it's only a near hit, or target's not the shot clicked target, the shot targeted limb is reset to a random one * Hit chance receives a penalty based on aimed limb * We proceed checking hit chance vs roll Because of the above problem this is changed to: * Get base Hit Chance and Roll * If it's a near hit (including limb penalty), a near xeno hit (excluding limb penalty), or not the sprite-clicked target, aimed limb is reset to a random one * Else if the target is a xeno and it was a proper direct hit, there is no penalty -- functionally similar to a chest shot * Else Finally, apply per-limb penalty as usual * We proceed checking hit chance vs roll # Explain why it's good for the game Avoids an invisible noobtrap debuff for just about everyone in the game that isn't in the know - and the neccessity to constantly reset targeting to chest for medics. # Testing Photographs and Procedure The problem was tested by a player on discord -- the fix i tested just was spawning stuff and shooting up the place observing RNG misses. I did not take detailed statistics over time to confirm. # Changelog :cl: fix: Sprite-click shots onto Xenos are no longer affected by limb-targeting penalty, because it was an accuracy debuff when there is no inherent benefit to targeting Xeno limbs. /:cl:
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Commits on Oct 29, 2023
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Commits on Oct 30, 2023
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Fixes to donator backpack icon (cmss13-devs#4800)
# About the pull request Fixes donator backpack sprite being invisible on certain maps # Explain why it's good for the game Fixes visual sprite glitch for donator item on certain maps # Changelog :cl: fix: Fixed sprite issue by disabling camo variant for donator item /:cl:
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Renames var/final (cmss13-devs#4787)
# About the pull request It kept giving fake "errors" # Explain why it's good for the game It annoyed me # Changelog No player facing changes
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Fix runtimes in toxic water targeting unliving (cmss13-devs#4804)
# About the pull request You've heard this story before. This causes runtimes with Queen Eye and probably other camera mobs. Observers exempt due to a dead check later down. No player facing changes.
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trijent shuttle now generic (cmss13-devs#4639)
# About the pull request I have made the Trijent shuttle generic, allowing this to be reused on other mapping projects. We can also have multiple elevators in the same mission. Trijent dam also now has two elevators. 1. LZ1 to Engineering 2. LZ2 to Omega <!-- 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 Other maps will be able to incorporate the Trijent elevator shuttle. # 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: refactor: reworked trijent elevators to be reusable on new maps maptweak: Trijent map now has two elevators, lz1 to engineering and lz2 to omega /:cl: --------- Co-authored-by: BeagleGaming1 <[email protected]> Co-authored-by: harryob <[email protected]>
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Tentative Fix/Consistency for Dummy Limb Runtimes (cmss13-devs#4805)
# About the pull request <!-- 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. --> Tentative fix for a recurring runtime in dummy generation (eg. in character setup) caused by invalid limbs. This is also a generally very bad spot in terms of deletions because it would prevent the organs from deleting properly, and prevent the limbs from being GC'ed. As far as I can see only dummy preview and admin transform will cause cascading species change, so effect might not be obvious. Tested for basic functionality (dummy render, running around, getting hit, healing). # Changelog :cl: fix: Fixed Limbs and Organs deleting incorrectly on species change. /:cl:
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Commits on Oct 31, 2023
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CC's Room Buff (cmss13-devs#4761)
# About the pull request Increases the size of the Combat Correspondants room and adds a few things requested by a friend of mine. # Explain why it's good for the game Expands the cramped CC room and adds a few QOL additions. # Changelog :cl: add: added flashlight, donk pocket box, interview table, folder, taperecorder, ink toner, extra lights and expanded the size of the CC's room. /:cl:
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extends invis wall (cmss13-devs#4802)
re-adds two blocks of invis wall accidentally removed in cmss13-devs#632 1 morbillion years ago on soro
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Commits on Nov 1, 2023
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Predators are no longer immune to molecular acid (cmss13-devs#4799)
# About the pull request molecular acid (from boiler and spitter tailstab) now affects predators, dealing 12 burn damage for spitters, and 39 burn damage for boilers do note that it metabolizes quite slowly (takes nearly a minute for a boiler's tailstab to be done) # Explain why it's good for the game I don't think predators are meant to be immune to acid??? labeled this as a fix as I don't think morrow wanted this to only work on humans # Changelog :cl: balance: predators are no longer immune to molecular acid injected from spitter and boiler tailstabs /:cl:
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adds click drag from storage into your hands (cmss13-devs#4722)
the title really :cl: qol: you can now click drag from items in your storage to your hands /:cl:
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Refactor gun cabinet code adding subtype for all the secure guncabine…
…t/safes (cmss13-devs#4574) # About the pull request going to add some subtype for other closets... chem safes execution.... <!-- 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 no more mapping change to change content... meaning less conflict in the future if we want to change themalso it's more clean # 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: refactor: Refactor gun cabinet code adding subtype for all the secure guncabinet. refactor: Refactor safe code adding subtype for cl and co safes also add a subtype for armory honor guard closet . /:cl: --------- Co-authored-by: Julien <[email protected]>
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Commits on Nov 2, 2023
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makes LZ detector work while landed round 2 (cmss13-devs#4647)
remade some stuff from cmss13-devs#4516 to clean up the code, rest is the same. did not get to test it also not shure if I solved the mergeconflict properly if not tell me what is wrong :cl: balance: LZ detector now works even when the DS is stationary /:cl:
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turns options button into a "tab" (cmss13-devs#4754)
i think it just looks nicer aesthetically. if someone disagrees particularly thats fine :cl: ui: the options button is now part of the statbrowser tabs proper /:cl:
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Commits on Nov 3, 2023
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Sword Repaths and Sizing (cmss13-devs#4809)
# About the pull request Currently machetes, ceremonial swords and all the like fall under subtypes of /obj/item/weapon/claymore/mercsword This PR changes it so the root path is /obj/item/weapon/sword, moving /obj/item/weapon/claymore/mercsword to be the root item, and repathing /obj/item/weapon/claymore to /obj/item/weapon/sword/claymore. It also paths /obj/item/weapon/katana to /obj/item/weapon/sword/katana. As part of this repathing, I have also unilaterally made all the sword subtypes large items instead of normal sized items. Previously only the machete was a large item however, considering a machete is likely to be shorter than a claymore or katana, this made little sense. <!-- 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: code: Repathed sword weapons to a uniform /obj/item/weapon/sword balance: All sword-type weapons are now Large items instead of Normal sized, to match machetes. /:cl:
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Working Joe PDA (cmss13-devs#4810)
# About the pull request Adds the KN5500 PDA for Working Joes to remotely access Apollo Maintenance Computers. Modifies WJ presets to include a sling pouch with attached PDA. Changes the glass in the Working Joe construction pouch to reinforced glass as it's almost exclusively what is needed. <!-- 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 Currently Working Joes have to run around checking the computers all the time. While true they're scattered around fairly frequently, it's still inconvenient. # 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: Added the KN5500 PDA for Working Joes. Sprites by Frans_Feiffer. add: Changed the plain glass in Working Joe presets to Reinforced Glass. /:cl:
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Foxtrot and intel squad berets and headband (cmss13-devs#4781)
# About the pull request Adds foxtrot and intel squad berets and hedband transformations to the list of existing squad variants, helmet/hat decoration sprites included. # Explain why it's good for the game More visuals - good, more things work as intended without gaps. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![dreamseeker_2o5SJHq1ku](https://github.com/cmss13-devs/cmss13/assets/100090741/cfec32a2-35ec-4b58-9ff5-36bfb668d6f7) </details> # Changelog :cl: add: added intel and foxtrot squad berets and headband /:cl:
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Reverts hidden CIC nerf (cmss13-devs#4829)
# About the pull request Armory used to hold MK1 with AP, not regular rounds # 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: fix: Restores the MK1 AP mags in the CIC armory /:cl:
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Fixes 2 gun runtime sources (cmss13-devs#4817)
# About the pull request <!-- 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. --> This fixes two issues happening on live game: * The XM88 does not check for successful wielding before registering signals, presumably causing overriding errors in logs. * M56D/M2C HMGs do not correctly reset the autofire component when the operator is removed. This causes it to try to keep firing without an operator which generates runtimes (presumably in burst fire mode). In addition this may solve other issues such as the fabled "can use HMG while dead" one, but I can't confirm it. # Explain why it's good for the game Readable logs and less clunky interactions down the line # Changelog :cl: fix: M56D/M2C should now properly stop firing when they stop being used. /:cl:
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shrinks UPP SMG mag sprite size (cmss13-devs#4813)
# About the pull request When I was making the UPP gun sprites, apparently I was taken over by the shitsprite demon and as a consequence the proportions on this magazine are completely off compared to other magazines in the game and their ammo amount. This PR fixes this grave error. # Explain why it's good for the game A magazine holding 35 rounds shouldn't look bigger than equivalent magazines that hold more ammunition. # 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: imagedel: shrinks the type-19 SMG stick magazine to a more reasonable size /:cl:
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Adds new loadout items (cmss13-devs#4801)
# About the pull request New loadout items for customization # Explain why it's good for the game When someone inevitably finds your corpse, some personalized stuff on it can add that much more storytelling. # Changelog :cl: add: Added many new loadout items code: Added a signal to items that triggers right after the mob finishes spawning code: Added a signal to add additional behavior to storing items in shoes /:cl:
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Commits on Nov 4, 2023
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Whiskey Outpost Reqs Tweaks (cmss13-devs#4803)
# About the pull request <!-- 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. --> Right now reqs on WO is a pain for three major reasons: * Marines have less gearing option making Req Line an huge burden * A lot of stuff is defunct or removed such as the recycler, parcel network, and vendors not containing now basic gear nowadays * Because of all that there is little incentive to run Reqs beyond the attachies line, meaning it becomes a pure roaming game as assistant engineers This attempts to address it in the following ways: * Fixing the recycler. It now outputs materials, and can now recycle all the crates that previously littered Reqs for metal * Fixing req vendors. They did not benefit from eg. attachies vendor dispensing to table like Almayers' * Standardize the vendors contents with Almayers' to bring useful things like binos or grenades that were missing. The ammo vendor retains the spec ammo in addition to this. * Readds a delivery chute, related piping, paper wrap, and destination taggers, allowing Reqs to once again fax whole crates to pillboxes * Tweak supply pad deliveries weights and contents to make it more interesting and hopefully not ignored. This means higher chances to get materials, and new packs such as mortar shells, while reducing highly redundant packs such as floodlights. * Minor Req mapping adjsutments Additionally it adds the two missing synth vendors from the Almayer to the map. **!!! Note that this enables recycler output also for other instances of the Reyclers. I don't believe it will be a major problem but they could be issued a yield penalty if you think it might. !!!** # Explain why it's good for the game QoL and making Reqs more relevant on WO, aswell as incentive using the bunker building more # Changelog :cl: fix: Fixed recyclers (including Whiskey Outposts') and added the possibility to recycle crates with them. fix: Standardized "vend to table" functionality of vendors, enabling it to work for Whiskey Outpost's Reqs. add: Whiskey Outpost vendors now contain the same items as Almayer's. WO still has spare specialist ammo on top of that. add: Readded delivery chute, wrap and tagger to Whiskey Outpost Reqs, letting you pack and send crates and items via disposals again. balance: Whiskey Outpost supply drops should now be more interesting and impactful. add: Added missing Synth vendors on WO. /:cl:
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Commits on Nov 5, 2023
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Commits on Nov 6, 2023
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Update code/modules/clothing/head/helmet.dm
Co-authored-by: Zonespace <[email protected]>
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