-
Notifications
You must be signed in to change notification settings - Fork 92
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Upstream merge as of Aug 25 #418
Upstream merge as of Aug 25 #418
Commits on Aug 6, 2024
-
Configuration menu - View commit details
-
Copy full SHA for f59ca6a - Browse repository at this point
Copy the full SHA f59ca6aView commit details -
Revert "Buffs cades against projectiles" (#6884)
Reverts cmss13-devs/cmss13#6727 This has had a few too many knock-on effects (see below) and I'm a bit too burned out to properly fix this; will re-introduce this later when properly adjusted. - Not happy with xeno cade hit % adjustments - I've heard there's issues with cades getting shredded on diagonals - You can now do what's seen in the image without issue, and you couldn't previously ![image](https://github.com/user-attachments/assets/97b137cd-f982-4848-9aea-4fd0f61987a9)
Configuration menu - View commit details
-
Copy full SHA for 34885ee - Browse repository at this point
Copy the full SHA 34885eeView commit details -
Replaces Machete Scabbard in Smartgunner Vendor with new SG scabbard …
…(#6880) # 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. --> Replaces the normal machete scabbard in the SG vendor with one that can be placed in the back slot, along with new sprites for it. Price is increased from 6P to 15P. This scabbard can only be connected to the harness and will be dropped when the harness is unequipped. # Explain why it's good for the game To currently equip a machete as SG, you need to sacrifice your belt. You can't place it on your back or suit storage. This offers a new but expensive way to have a machete without sacrificing a belt or pouch slot. This is specifically a new item so that you can't just equip any back machete scabbard, you still need to put in some points to get value out of it. It also adds some variety to playing SG, as this provides an alternative to carrying folding cades always as SG. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/user-attachments/assets/118155b7-1ca3-47b8-8858-ea8c92c11db0) Updated sprite for item ![image](https://github.com/user-attachments/assets/28d47c25-2781-4ec2-b837-980a53a445c4) </details> # Changelog :cl: add: Smartgunner Machete Scabbard, which smartgunners can wear on their back when their harness is equipped. balance: SG's vendor has replaced the 6P Machete Scabbard with a 15P Smartgunner Machete Scabbard. /:cl:
Configuration menu - View commit details
-
Copy full SHA for c648dca - Browse repository at this point
Copy the full SHA c648dcaView commit details -
Configuration menu - View commit details
-
Copy full SHA for 78f9498 - Browse repository at this point
Copy the full SHA 78f9498View commit details -
Imports TG Pills - Matches pill bottle aesthetic (#6870)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Imports TG Pills - Matches pill bottle aesthetic # Explain why it's good for the game consistency + nicer sprites # 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> ![pills](https://github.com/user-attachments/assets/10bd36df-9c54-41d6-a1ea-8cd85cea16c7) ![pills2](https://github.com/user-attachments/assets/e0409cb5-83a7-467a-9c01-67f3255fcea8) ![pills3](https://github.com/user-attachments/assets/594b32d4-6c48-43e4-b0d9-6994a7d3166b) ![pills4](https://github.com/user-attachments/assets/bdc6cfdc-2764-45f9-a417-e09bf8b4aa8a) ![pills5](https://github.com/user-attachments/assets/6e6bdba9-2170-441a-bc74-0c8fba48dc20) ![pills6](https://github.com/user-attachments/assets/d8ff91ff-f982-4b20-85cc-f602458dd2e2) ![pills7](https://github.com/user-attachments/assets/1e74d8d8-90d6-44ae-9e68-dd28e2e51cb9) ![pills8](https://github.com/user-attachments/assets/13c7c867-68ec-4af5-8012-157c2d4687e8) ![pills9](https://github.com/user-attachments/assets/8d14a9c9-50d3-43e5-b8fe-7e4f12b185fc) ![pills10](https://github.com/user-attachments/assets/31f21c87-b770-426f-8926-2dabe764e065) ![pills11](https://github.com/user-attachments/assets/5a5f313d-e132-4908-9ce7-bcb699ee9dbd) ![pills12](https://github.com/user-attachments/assets/4ade5437-98ac-4fee-bad0-a15135d960ac) ![pills13](https://github.com/user-attachments/assets/14e25d53-4943-4948-ad2d-97a4f6fd4033) ![pills14](https://github.com/user-attachments/assets/a67c41fe-1eb4-43f6-b341-513d29b699b3) ![pills15](https://github.com/user-attachments/assets/340a89f0-5d65-44ed-bcb5-33d6751d409c) ![pills16](https://github.com/user-attachments/assets/4faab8f3-5d1f-49d8-bcd3-50abec0635e6) ![pills17](https://github.com/user-attachments/assets/58abac79-9d92-49b7-8eed-fc5e03f424ff) ![pills18](https://github.com/user-attachments/assets/adfcd5d5-46b9-4488-b63e-9b76d8398942) ![pills19](https://github.com/user-attachments/assets/c7b99783-699f-4a4c-9de0-7f9b1beae908) ![pills20](https://github.com/user-attachments/assets/8136c613-ed06-4d79-ad42-a58c63f4de77) ![pills21](https://github.com/user-attachments/assets/8d1f379a-8983-4c34-95a6-ccfec60f7f6e) ![pills22](https://github.com/user-attachments/assets/e23a01a0-6c90-47c8-b489-b09c8df7f668) </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: LTNTS imageadd: port tgsprites for pills (including a new variation) /:cl: <!-- Both :cl:'s are required for the changelog to work! --> --------- Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 4494b45 - Browse repository at this point
Copy the full SHA 4494b45View commit details -
Configuration menu - View commit details
-
Copy full SHA for f005034 - Browse repository at this point
Copy the full SHA f005034View commit details
Commits on Aug 7, 2024
-
# About the pull request Switches several uses of `for(var/turf/... in range())` over to `RANGE_TURFS()` instead. Doesn't switch when the expected radius is less than 5. Where possible, removes the loop entirely. <!-- 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 For finding turfs, `RANGE_TURFS` shows a slight performance benefit over `range`. This performance benefit becomes more pronounced as the radius increases. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Performance testing. All procs in question return a list of turfs. The procs of interest: ![image](https://github.com/user-attachments/assets/c130418c-dfa3-4f8a-9bfb-54dd9f8bd2e3) Radius 1: ![image](https://github.com/user-attachments/assets/837deddf-24cc-46d1-9c48-0c3ce0a4310a) Radius 5: ![image](https://github.com/user-attachments/assets/146d581e-1c16-4988-837c-3422d954d8aa) Radius 10: ![image](https://github.com/user-attachments/assets/dadaa684-816a-49b2-b3bf-f55a6fed6082) Radius 20: ![image](https://github.com/user-attachments/assets/05463878-9d7d-4cf4-bf71-a2b0185131c5) Results show that when able to convert away from a loop (`turftest_range_turf_direct`) that is always the best choice. For results under a radius of 5 the standard `range` (`turftest_range`) was notably faster, for a radius of 5 or more `RANGE_TURFS` (`turftest_range_turf`) was slightly faster. </details> # Changelog No player facing changes.
Configuration menu - View commit details
-
Copy full SHA for d3ca38d - Browse repository at this point
Copy the full SHA d3ca38dView commit details -
Configuration menu - View commit details
-
Copy full SHA for 33e6c27 - Browse repository at this point
Copy the full SHA 33e6c27View commit details -
# About the pull request Switches several uses of `view` over to `dview` and related procs/defines instead. Only swaps over where it would be inappropriate for native BYOND darkness to effect the results, i.e. it cares about a lack of obstructions rather than actual visibility. Created `doview()` and `USE_DOVIEW` as the `oview` version of `dview`. Tweaked `dview` and related procs to work slightly more like `view` would. `view` is from the perspective of the provided atom, seeing itself, its loc (usually a turf), and if on a turf, any surrounding turfs. `dview` set its loc to the provided atom, meaning it was in the *contents* of that atom, and would see itself and its loc (the atom)... which, as an atom, means it wouldn't see surrounding turfs. Existing uses of `dview` got around this by using `get_turf` on the provided atom. I changed the behavior so this wasn't necessary, allowing you to `dview` from the perspective of a atom and have it work like `view` would. Perhaps that should just be a built-in `get_turf` instead, but this more closely matches how `view` works. Used `HIDE_INVISIBLE_OBSERVER` as the see invis for `dview` as all the uses I saw were for in-character things, and thus should only effect things that were also in-character. Anything as invisible as an observer or more is assumed to be out-of-character. <!-- 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 Should (currently) have no effect on the game as native BYOND darkness isn't used (all areas have luminosity), but is one step towards allowing that system to work appropriately if enabled. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Performance testing. All procs in question return a list of atoms. The procs of interest: ![image](https://github.com/user-attachments/assets/d4b487c9-5b8d-470e-8692-c7b2d8045d19) Current, with darkness disabled (area luminosity = 1): ![image](https://github.com/user-attachments/assets/f6ab0229-c868-4f9c-a98a-541357dd0a65) No performance difference between `view` and `dview`. As a test, darkness enabled (area luminosity = 0): ![image](https://github.com/user-attachments/assets/bb60b345-0df7-45f3-8f09-a97fdfd43cd9) `dview` is notably slower than `view`, likely because `view` has smaller lists of things it can see due to darkness and thus shorter loops. </details> # Changelog No player facing changes. --------- Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for bf69d10 - Browse repository at this point
Copy the full SHA bf69d10View commit details -
Hold my Beer (Fix of hi intellligent data lookup in TGUI Who/Staff Wh…
…o (#6786) 🆑 BlackCrystalic fix: No more admin data sended to normal players in who/staff who /🆑 --------- Co-authored-by: Deleted user <ghost> Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for e931d41 - Browse repository at this point
Copy the full SHA e931d41View commit details -
Configuration menu - View commit details
-
Copy full SHA for 9fe5213 - Browse repository at this point
Copy the full SHA 9fe5213View commit details -
Fixes explosive implants (#6886)
# About the pull request Closes #6873 <!-- 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 Fix bugs Better game ??? Profit # 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: Fixed explosive implant not triggering when hearing the code-word. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 85af356 - Browse repository at this point
Copy the full SHA 85af356View commit details -
Configuration menu - View commit details
-
Copy full SHA for b51e008 - Browse repository at this point
Copy the full SHA b51e008View commit details -
Re: Add Directional APC's sprites, reduces lines of code by adding an…
…d using Updatepaths.txt file. (#6686) # About the pull request This PR add directional APC's and Updatepath.txt standardize APC's by creating 2 separate types, normal and upgraded variant, replace APC's with cell types: high/super/hyper with upgraded variant with own HIGH cell type. (10000 capacity) Edit: Add directional APC sptires made by Blundir. Fixes: #6792 Fixes: #6312 # Explain why it's good for the game Reduces lines of codes in mapping, i know there is already code in apc.dm to make them have pixel_y or pixel_x offset. Mainly issue is: in map editor they have var edited offsets, with mean it not only override code that already exist, but also occupy more space, with new code it should do same in exchange for less lines of code. (i didnt remove directional code for other stuff like broken APC's etc.) Edit: Add directional APC's sprites for better visuals # Testing Photographs and Procedure New directional APC's sprites by @Blundir. ![image](https://github.com/user-attachments/assets/aeca90ef-fa07-4907-8b35-6a1eb0a334ea) Image from Blundir: ![image](https://github.com/user-attachments/assets/5780bcf0-cb33-467e-9617-172ca6427322) # Changelog :cl: Venuska1117, Blundir imageadd: add directional APC's Sprites. balance: Now there are only 3 APC's types, APC's with call_type high/super/hyper are replaced with upgraded APC variant containing high capacity cell, weak variant got replaced with normal APC variant. fix: Fixes APC's with wrong offsets (strata and Prison) /:cl: --------- Co-authored-by: Blundir <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 275837d - Browse repository at this point
Copy the full SHA 275837dView commit details -
Configuration menu - View commit details
-
Copy full SHA for fe5d6e7 - Browse repository at this point
Copy the full SHA fe5d6e7View commit details -
Shrapnel smooth movement [WIP] (#6821)
# About the pull request Shrapnel movement is now smoothed by an `animate()`. This is a follow on from cmss13-devs/cmss13#4986 , attempting to resolve the performance issue that forced shrapnel to be excluded: cmss13-devs/cmss13#4986 (comment) Replaced the visual-effect-only shrapnel `/datum/ammo/bullet/shrapnel/light/effect` with a particle system that imitates their look. The two main differences are the particles don't collide with anything and all are using the "sparks" icon instead of the "tracer" icon because the tracer has a clear direction to it and particles can't easily coordinate angle and facing. tracer on left, sparks on right ![image](https://github.com/user-attachments/assets/c1aea971-6f75-40b8-b34e-985bd57e27af) TM yes, full merge no. The current particles implementation is single-purpose for testing. Assuming all works well and its not causing client performance issues, will bring in a more robust solution such as in TGMC. Surely using a purely visual effect is less taxing than using full-up objects. Surely BYOND is sensible in that regard. Right? <!-- 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 Smoother apparent movement for shrapnel gives a more appealing look. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Server memory stats and average client render. baseline: ``` Server mem usage: prototypes: obj: 3.75 MB (19,601) mob: 2.08 KB (133) proc: 15.3 MB (31,429) str: 9.86 MB (163,347) appearance: 180 KB (4,807) filter: 16.4 KB (7) id array: 38.6 MB (76,961) map: 6.37 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 2.7 MB (8,520) datums: 3.39 MB (29,822) images: 2.62 MB (11,562) lists: 13 MB (86,256) procs: 7.18 KB (23) ``` ![image](https://github.com/user-attachments/assets/21e78b1c-1dcb-4181-8b1e-4385498465fd) after cluster OB, current master: ``` Server mem usage: prototypes: obj: 3.75 MB (19,601) mob: 2.08 KB (133) proc: 15.3 MB (31,429) str: 9.88 MB (163,347) appearance: 295 KB (9,027) filter: 16.4 KB (7) id array: 38.6 MB (81,772) map: 6.53 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 7.75 MB (17,446) datums: 4.08 MB (32,403) images: 2.63 MB (11,601) lists: 13.5 MB (95,057) procs: 6.89 KB (22) ``` ![image](https://github.com/user-attachments/assets/840ba919-84bf-4d7a-9732-43c6a996b8ac) after cluster OB, initial commit: ``` Server mem usage: prototypes: obj: 3.75 MB (19,601) mob: 2.08 KB (133) proc: 15.3 MB (31,429) str: 9.88 MB (163,348) appearance: 1.34 MB (43,820) filter: 16.4 KB (7) id array: 38.6 MB (76,960) map: 6.53 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 7.95 MB (17,524) datums: 3.54 MB (30,401) images: 2.63 MB (11,599) lists: 13.5 MB (95,167) procs: 6.89 KB (22) ``` ![image](https://github.com/user-attachments/assets/00016b04-47b5-47f2-8be6-1a7295fb6cf4) after cluster OB, particles experiment commit: ``` Server mem usage: prototypes: obj: 3.75 MB (19,589) mob: 2.08 KB (133) proc: 15.2 MB (31,190) str: 9.87 MB (163,299) appearance: 209 KB (6,457) filter: 16.4 KB (7) id array: 38.3 MB (76,816) map: 6.53 MB (100,150,5) objects: mobs: 5.59 KB (5) objs: 5.88 MB (15,559) datums: 3.56 MB (30,860) images: 2.62 MB (11,571) lists: 13.3 MB (92,035) procs: 6.89 KB (22) ``` ![image](https://github.com/user-attachments/assets/cdc95284-59b0-445a-abb0-09b32a69864f) On master gains about 120KB in appearances. On initial commit gains about 1.2MB in appearances. Unsure why. Maybe the `mutable_appearances` count and aren't being discarded? On particles experiment commit gains about 40KB in appearances. Presumably the reduction is due to the client handling generating some of those appearances instead. No significant difference on average render times for baseline, master, or initial commit. Particles cause a moderate render time increase for particles experiment commit during a cluster OB. </details> Works without issue on my local machine. Unable to test at appropriate scale. One TM and one cluster OB should give a definitive answer. # Changelog :cl: code: shrapnel smoothly animates their movement code: visual-effect-only shrapnel replaced by clientside particles /:cl:
Configuration menu - View commit details
-
Copy full SHA for 23cd813 - Browse repository at this point
Copy the full SHA 23cd813View commit details -
Configuration menu - View commit details
-
Copy full SHA for 205f688 - Browse repository at this point
Copy the full SHA 205f688View commit details
Commits on Aug 8, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 0ce0c73 - Browse repository at this point
Copy the full SHA 0ce0c73View commit details
Commits on Aug 9, 2024
-
Gravity generator removal (#6751)
# About the pull request not used and super ugly old ss13 sprites that should not be used on maps # Explain why it's good for the game less legacy mess # 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: del: removes gravity generator (ugly legacy stuff) /:cl: --------- Co-authored-by: vincibrv <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 6504815 - Browse repository at this point
Copy the full SHA 6504815View commit details -
Configuration menu - View commit details
-
Copy full SHA for 03bb2bd - Browse repository at this point
Copy the full SHA 03bb2bdView commit details -
Standardises unmeltable SG & Specialist Gear, and removes the (now-le…
…gacy) SG kit from req. (#6893) # About the pull request This PR makes the M56 Combat Harness & the M45 Ghillie Suit unmeltable, and removes the $10K SG kit from requisitions, now that there is no need for SGs to buy it if their shit gets melted. The purpose of this PR is to standardise the ongoing trend of unmeltable unique marine gear, and serves to patch up the stragglers that were left behind during the initial un-meltification of specialist & SG equipment. I have tested all my changes- I can confirm the SG kit is no longer in req, and that you can no longer melt the M56 Combat Harness, nor the M45 Ghillie Suit. I have also tested for any spec kits that are still meltable, and found none (besides the sniper, which I fixed.) # Explain why it's good for the game The pain of losing your unique gear to Young Drone (XX-420) while your fellow protagonists have unmeltable gear is well-felt across the playerbase. John Marine strips your ass of your gear to defib you on the frontline, the xenos overrun your position, you go back to retrieve it, but it's been melted to shit because a sentinel took the 0.5 microseconds needed to melt it down. Congrats. You rolled SG, and you are now useless, because whilst your gun is unmeltable, for some strange reason your armour isn't. If you're the sniper, it sucks a bit less since you don't need the armour to fire your gun- But still, you've lost your sweet camo armour and are now dripless. I removed the SG kit from req because it's useless now, plus no one used it anyways because it costs 10K (and also Drathek told me to) # Testing Photographs and Procedure ![Screenshot 2024-08-07 144616](https://github.com/user-attachments/assets/e229e4ea-2b3b-4422-8977-264dc4a1e268) (The SG kit has been thanos snapped from req) ![Screenshot 2024-08-07 143618](https://github.com/user-attachments/assets/d0df683a-3fff-4a9b-a71a-81d74a5a7c43) (The M45 Ghillie Suit is no longer meltable now, despite what the image says) # Changelog :cl: del: removed the M56B Smartgun Kit from requisitions. balance: made the M56 Combat Harness unmeltable. balance: made the M45 Ghillie Suit unmeltable. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 7b79377 - Browse repository at this point
Copy the full SHA 7b79377View commit details -
Configuration menu - View commit details
-
Copy full SHA for 05f2587 - Browse repository at this point
Copy the full SHA 05f2587View commit details -
Accurately depicts the mine amount in claymore boxes on vendor labels…
…. (#6898) # About the pull request Makes the vendor button accurately depict `(x5 mines)` instead of `(x4 mines)` ``` /obj/item/storage/box/explosive_mines/fill_preset_inventory() for(var/i in 1 to 5) new /obj/item/explosive/mine(src) ``` # Changelog :cl: fix: Made claymore boxes in vendors be accurately labeled as the amount of claymores they contain. From (x4 mines) to (x5 mines). The actual contents of the box. /:cl:
Configuration menu - View commit details
-
Copy full SHA for c09d864 - Browse repository at this point
Copy the full SHA c09d864View commit details -
Configuration menu - View commit details
-
Copy full SHA for 3d18870 - Browse repository at this point
Copy the full SHA 3d18870View commit details -
Reorders the Essential SG Kit (#6899)
# 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. --> Reorders the Essential SG Kit OLD: Goggles, Gun, Battery, Armor, 3 Ammo NEW: Armor, Gun, Goggles, Battery, 3 Ammo # Explain why it's good for the game Goggles require the gun, gun requires the armor. By placing them in this order, it becomes easier for new players to learn this requirement and equip the kit. # 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: Reorders the Essential SG Kit in order of Armor, Smartgun, Goggles /:cl:
Configuration menu - View commit details
-
Copy full SHA for 9ef9edf - Browse repository at this point
Copy the full SHA 9ef9edfView commit details -
Configuration menu - View commit details
-
Copy full SHA for 365fed1 - Browse repository at this point
Copy the full SHA 365fed1View commit details
Commits on Aug 10, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 04b3134 - Browse repository at this point
Copy the full SHA 04b3134View commit details
Commits on Aug 11, 2024
-
# About the pull request Adds a fun fact for number of times internal bleeding was fixed, similar to the revives fact. # Explain why it's good for the game I'm not a huge fan of fun facts in general as it sometimes incentivizes bad behavior (such as focusing on revives exclusively and neglecting other duties just because it has a fun fact), but between removing the revives fact or just adding a second medical fact, I went this direction. # 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: fun fact for internal bleeding fixed /:cl:
Configuration menu - View commit details
-
Copy full SHA for f51377c - Browse repository at this point
Copy the full SHA f51377cView commit details -
Configuration menu - View commit details
-
Copy full SHA for e7c7970 - Browse repository at this point
Copy the full SHA e7c7970View commit details -
Fixes being able to put items back in the specialist case (#6897)
# About the pull request Closes #6896 <!-- 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 Fixes a bug # 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: You can no longer put items back in the specialist case after taking them out /:cl:
Configuration menu - View commit details
-
Copy full SHA for ba3ec7b - Browse repository at this point
Copy the full SHA ba3ec7bView commit details -
Configuration menu - View commit details
-
Copy full SHA for e45ff80 - Browse repository at this point
Copy the full SHA e45ff80View commit details
Commits on Aug 12, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 4c4c535 - Browse repository at this point
Copy the full SHA 4c4c535View commit details -
Makes explosions always deal full damage on the source tile (#6888)
# About the pull request If you jump on the grenade you are going down (Makes it so you no longer get 50% damage reduction if you are lying down at the source tile of the explosion) <!-- 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 Fixes some things that were broken (for example sadar rockets or cluster OB gibbing humans on direct hit) and in general it doesn't make a lot of sense to get half the damage by hugging the explosion # 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: Explosions now always deal full damage at the source tile fix: Fixed sadar rockets not gibbing humans on direct hit /:cl:
Configuration menu - View commit details
-
Copy full SHA for 399218e - Browse repository at this point
Copy the full SHA 399218eView commit details -
Configuration menu - View commit details
-
Copy full SHA for a0f8312 - Browse repository at this point
Copy the full SHA a0f8312View commit details -
Reduces the Cost of the AGM-184 'Harpoon II' from 300 to 200 (#6876)
# About the pull request The AGM-184 'Harpoon II' is an underwhelming choice for Gunship Pilots doing CAS. Running the numbers, it is worse than both the Widowmaker **and the Banshee** (this one's an incendiary rocket, how is the harpoon worse than it?), despite costing the same. Below are the comparisons. Widowmaker | Banshee | **Harpoon** 300 | 175 | **150** 260 | 155 | **134** 220 | 135 | **118** 180 | 115 | **102** 140 | 95 | **86** 100 | 75 | **70** 60 | 55 | **54** 20 | 35 | **38** 0 | 15 | **22** 0 | 0 | **6** Most notable are the fact that the harpoon deals less damage at every single tile than the Widowmaker (except for the negligible last three tiles), and is comparable to the Banshee in strength despite having no incendiary effect attached to it - and yet, costing the same. With the change to the cost going from 300 to 200, you can get 6 Harpoons instead of 4 Widowmakers. # Explain why it's good for the game Gives the AGM-184 'Harpoon II' the love it deserves, renouncing its status as a noob trap and troll pick, and provides reason as to why it's an option to print in the first place. # Testing Photographs and Procedure N/A # Changelog :cl: MarpleJones balance: Reduces the cost of the AGM-184 'Harpoon II' from 300 to 200. /:cl: --------- Co-authored-by: MarplePhonks <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 67ef991 - Browse repository at this point
Copy the full SHA 67ef991View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4619e41 - Browse repository at this point
Copy the full SHA 4619e41View commit details -
ERT no longer show up in the orbit escape section (#6910)
# 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. --> ERT factions no longer show up in the escape section. This issue was caused by #5058 # Explain why it's good for the game Makes it clearer who has actually escaped and not ERT returning to their base. # 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: ERT no longer show up in the orbit escape section /:cl:
Configuration menu - View commit details
-
Copy full SHA for 2e0dee2 - Browse repository at this point
Copy the full SHA 2e0dee2View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4e61b35 - Browse repository at this point
Copy the full SHA 4e61b35View commit details -
"Start Round" can start delayed round (#6908)
# About the pull request Clicking "Start Round" during a delayed round start will start the round in one click. <!-- 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 "Start Round" will -- among other things -- set the round timer to 0 but won't undelay the start, so a second use of "Start Round" is needed to actually start a delayed round. With this change "Start Round" will start the round regardless of delayed status. # 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: "Start Round" can start a delayed round /:cl:
Configuration menu - View commit details
-
Copy full SHA for 73361cc - Browse repository at this point
Copy the full SHA 73361ccView commit details -
Configuration menu - View commit details
-
Copy full SHA for d1d60fc - Browse repository at this point
Copy the full SHA d1d60fcView commit details -
FIX Kutjevo Botany APC that can't be fixed (#6909)
# About the pull request **TL;DR APC can't be fixed, moved to a place where it can be fixed.** Kutjevo Botany APC is placed on a "dirt" tile (auto_turf to be precise) and so it means that engineers can't use crowbar on that tile and rewire the terminal underneath. # Explain why it's good for the game Engineers will be able to fix power in botany on Kutjevo. # Testing Photographs and Procedure Moved the APC using StrongDMM. Booted up the server and made sure I can fix it as a spawned engineer. <details> <summary>Screenshots & Videos</summary> Before: ![image](https://github.com/user-attachments/assets/12b384d8-2a02-4065-9470-c36bc1356857) After: ![image](https://github.com/user-attachments/assets/1f00e1c9-cbd2-4127-be35-583ba5bb99b9) Proof of testing: ![image](https://github.com/user-attachments/assets/bc48dfd6-6381-4f59-a407-398bf40d4db6) </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:Adamix147 maptweak: Moved the unfixable APC at Kutjevo Botany to make it fixable again. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
Configuration menu - View commit details
-
Copy full SHA for 176f7df - Browse repository at this point
Copy the full SHA 176f7dfView commit details -
Configuration menu - View commit details
-
Copy full SHA for 0a1cfe3 - Browse repository at this point
Copy the full SHA 0a1cfe3View commit details
Commits on Aug 13, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 4bdd59b - Browse repository at this point
Copy the full SHA 4bdd59bView commit details -
Automatic TGS DMAPI Update (#6917)
This pull request updates the TGS DMAPI to the latest version. Please note any breaking or unimplemented changes before merging. Co-authored-by: tgstation-server <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 7b3f84a - Browse repository at this point
Copy the full SHA 7b3f84aView commit details
Commits on Aug 14, 2024
-
Non folding plasteel barricade (#6855)
# About the pull request Adds non folding plasteel barricade. ![dreamseeker_S1DDU1USY9](https://github.com/user-attachments/assets/26dc883b-ac41-4433-a3c0-7899b1de3126) ![dreamseeker_ki0T5XoVfe](https://github.com/user-attachments/assets/f7ffae6d-3425-4ad6-877b-b2632fc66a3a) Has higher hp than folding one, costs less to build than folding one (6 plasteel vs 8), but very slow to build. (Basically the same situation with metal ones, just used the same logic. Tweakerd folding plasteel cade name to indicate that it's folding one. # Explain why it's good for the game Just fills a niche just as folding metal folding one did before. Basically a port of Cosmic-Overlord/RU-TerraGov-Marine-Corps#119 # Changelog :cl: add: plasteel non folding barricade /:cl: --------- Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 5cf465e - Browse repository at this point
Copy the full SHA 5cf465eView commit details -
Configuration menu - View commit details
-
Copy full SHA for 88cd12e - Browse repository at this point
Copy the full SHA 88cd12eView commit details -
# About the pull request Adds a plantable UPP flag to the game, akin to the plantable USCM version. Currently does not spawn anywhere in-game. # Explain why it's good for the game Soul. Essentially another thing for OpFor to rally around, inspire motivation and atmosphere. Video below showcasing the audio. Special thanks to @VileBeggar for the audio. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![Screenshot 2024-08-11 21 01 32](https://github.com/user-attachments/assets/843d448e-6cfd-46b6-8d71-acb1e43f2a2d) https://github.com/user-attachments/assets/bebc7672-23e0-42e2-9b4a-e0490ec3e68f </details> # Changelog :cl: add: A plantable UPP flag has been added to the game, an equilivant of the United Americas flag. Currently admin spawn only. /:cl: --------- Co-authored-by: Steelpoint <[email protected]> Co-authored-by: Blundir <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for abccb0f - Browse repository at this point
Copy the full SHA abccb0fView commit details -
Configuration menu - View commit details
-
Copy full SHA for 340a825 - Browse repository at this point
Copy the full SHA 340a825View commit details -
# About the pull request Adds a UPP Command Tablet to the game, allows UPP Officers to send announcements that only UPP can hear. All UPP Officers UO4 ranked or above (USCM Major equilivant and above) are issued a tablet in their backpack. # Explain why it's good for the game Allows OpFor UPP Command to better coordinate actions with the rest of their forces. # 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: A Command Tablet has been added that can be used by UPP Officers. add: UPP Officers ranked O4 or greater (USCM Major Equilivant) are issued with a Command Tablet. /:cl: --------- Co-authored-by: Steelpoint <[email protected]> Co-authored-by: forest2001 <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 1aa7801 - Browse repository at this point
Copy the full SHA 1aa7801View commit details -
Configuration menu - View commit details
-
Copy full SHA for ac1f119 - Browse repository at this point
Copy the full SHA ac1f119View commit details
Commits on Aug 15, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 8940104 - Browse repository at this point
Copy the full SHA 8940104View commit details -
"Dark" HUD indicators adjust with view size (#6851)
# About the pull request "Dark" HUD indicators are now anchored to the top of the viewport, and so are positioned appropriately for various view sizes. Before: ![image](https://github.com/user-attachments/assets/9363d65c-b9e8-45bb-919f-acc80d36590d) After: ![image](https://github.com/user-attachments/assets/65eff05a-cf51-42d1-9636-24e1f86b9ba3) Before, binocs: ![image](https://github.com/user-attachments/assets/cbbbfeb7-4e14-444e-97b7-62f3f56be8ae) After, binocs: ![image](https://github.com/user-attachments/assets/fe3dc17f-f2ff-40d3-ac79-a94ab7af3732) <!-- 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 Looks better. # 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: ui: dark HUD indicators stay anchored to the viewport edge /:cl:
Configuration menu - View commit details
-
Copy full SHA for 901301a - Browse repository at this point
Copy the full SHA 901301aView commit details -
Configuration menu - View commit details
-
Copy full SHA for 7b6ef82 - Browse repository at this point
Copy the full SHA 7b6ef82View commit details
Commits on Aug 16, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 3d76ea7 - Browse repository at this point
Copy the full SHA 3d76ea7View commit details -
Adds muzzle flash light colors (#6954)
# About the pull request Adds support for a gun to have a custom color of muzzle flash light. Changes standard color to be yellow tinted (just as the muzzle flash itself). ![dreamseeker_r0xYJ8Cdce](https://github.com/user-attachments/assets/3f418ef8-4f05-4902-8b0a-e692b3d0bb9b) Adds some colors to other guns that have unique ones. ![dreamseeker_od15UYkH08](https://github.com/user-attachments/assets/ca4ba204-86ac-44d7-ba48-8056cb2366f1) ![dreamseeker_5dPzjGioH7](https://github.com/user-attachments/assets/285ee139-5931-4002-addb-2f296a17f1aa) ![dreamseeker_jELx3PIws4](https://github.com/user-attachments/assets/3e5949d8-bd61-481b-ad2b-8bf87d63a850) # Explain why it's good for the game More visuals - good, also standard muzzle flare being snow white never made much sense anyway. # Testing Photographs and Procedure # Changelog :cl: add: Guns now support custom muzzle flash light color, some guns have a new color of it now, standard color is yellow tinted now instead of white /:cl:
Configuration menu - View commit details
-
Copy full SHA for f851ba0 - Browse repository at this point
Copy the full SHA f851ba0View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4f4fcf8 - Browse repository at this point
Copy the full SHA 4f4fcf8View commit details -
Keycard authentication device now reqires two users to activate event…
…s (#6903) # About the pull request it is writen down that two are reqired to activate red and so on but one can swipe twice fast and it work. this fixes it # Explain why it's good for the game bugfix and has rp incentive to get second man to start redalert # 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: two persons are needed to activate red, ert and emergency acces using cards /:cl: --------- Co-authored-by: vincibrv <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 88d3a63 - Browse repository at this point
Copy the full SHA 88d3a63View commit details -
Configuration menu - View commit details
-
Copy full SHA for ce615cc - Browse repository at this point
Copy the full SHA ce615ccView commit details -
# About the pull request gay crayons ![image](https://github.com/cmss13-devs/cmss13/assets/91508746/23b39096-dbdb-45c7-8d01-97f0cdfd40c2) # Explain why it's good for the game Pride month! Put a gay crayon on your helmet. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> my localhost was acting up so i couldnt really test it but it probably works </details> # Changelog :cl: add: Gay crayons for your helmet ("Box of Prideful Crayons" in the toys section of the loadout menu.) /:cl:
Configuration menu - View commit details
-
Copy full SHA for 0a7c2bb - Browse repository at this point
Copy the full SHA 0a7c2bbView commit details -
Configuration menu - View commit details
-
Copy full SHA for 4848bb0 - Browse repository at this point
Copy the full SHA 4848bb0View commit details
Commits on Aug 17, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 66dfc88 - Browse repository at this point
Copy the full SHA 66dfc88View commit details -
Datumizes Specialist Sets (#6933)
# About the pull request Converts specialist sets into datums instead of list/string hell, improves a fair bit of surrounding code Fixes a few things: - If a heavy sniper went to cryo, it would reopen the sniper spot instead - Demo/Scout had a chance to not have the skill to use their c4 if they got a specialist set from their vendor instead of a spec kit # Explain why it's good for the game Our old system sucked, this sucks significantly less # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Tested: - Vending spec sets - Cryoing as spec - Using spec kits - Cryoing as spec kit spec </details> # Changelog :cl: fix: Fixed heavy sniper spec opening up the wrong specialist slot on admin cryo /:cl: --------- Co-authored-by: kiVts <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for c015286 - Browse repository at this point
Copy the full SHA c015286View commit details -
Configuration menu - View commit details
-
Copy full SHA for 1503ecb - Browse repository at this point
Copy the full SHA 1503ecbView commit details -
Blespace beacon removal (#6797)
# About the pull request unused junk # Explain why it's good for the game legacy junk be gone # 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: del: removes bluespace beacon /:cl: --------- Co-authored-by: vincibrv <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 43d263c - Browse repository at this point
Copy the full SHA 43d263cView commit details -
Configuration menu - View commit details
-
Copy full SHA for 9e941a7 - Browse repository at this point
Copy the full SHA 9e941a7View commit details
Commits on Aug 18, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 29cb296 - Browse repository at this point
Copy the full SHA 29cb296View commit details -
Corporate Liaison's Wardrobe (#6936)
# About the pull request This PR adds a cool new vendor for the CL. Instead of that old overflowing wardrobe full of clothes, this adds a proper vendor that lets you pick and choose your outfits from a menu rather than right-clicking a stack. The vendor includes more options than the cabinet had, including workwear (for business casual), a new orange outfit I made, civilian versions of the white and black berets, and much more. All corporate roles can use it, that being any of them listed in the wy.dm file. Survivors can also use it, as they like to get fresh sets of clothes. You're able to get one set of each clothing available, so you can't get multiples of the same clothes. However, you're able to get ONE of every item available, so you can easily supply others with clothes. This is intentional, because certain groups like fresh clothes. This could be survivors, outside WY visitors, or just someone on the ship who wants to wear a bomber jacket. I also did some minor changes to some minor items I had included with the vendor, such as making a unique variant of the corporate boots without the knife (making sure all the roles that used to spawn with it keep the knife version), renaming the 'sunglasses' (hipster glasses) to proper prescription glasses (considering it's more accurate and we already have 'sunglasses'), changed the item sprites for some of the suits (they were old and didn't match their mobsprites), and a bit more. This PR replaces the CL's cabinet with said vendor, I used the mapmerger tool, and I tested the mapping commit. I also tested everything, and it all works ingame. <!-- 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 current cabinet is overflowing with clothes, and it doesn't leave any room for new fashion items to be added. The liaison is also one of the only roles without a vendor when they really should _have_ a clothing vendor. CC has a vendor, CO has a vendor, CMO has a vendor, doctors have vendors, nurses have vendors, etc. It's also just a nice quality of life to be able to select your outfit from a proper GUI, rather than the right click context menu. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/user-attachments/assets/56cdec25-acec-42f8-91b1-74ed1b081372) ![Screenshot 2024-08-11 140435](https://github.com/user-attachments/assets/d51ffddc-9e73-4552-9756-3340ba530df9) ![image](https://github.com/user-attachments/assets/fccf214b-307e-4844-8d6a-1d093b0fa36b) ![Screenshot 2024-08-11 140453](https://github.com/user-attachments/assets/ad58642f-d14e-4266-876c-27ced2a26e2c) ![image](https://github.com/user-attachments/assets/02e93db9-0bea-4347-bacb-b6d01bbf5c70) ![image](https://github.com/user-attachments/assets/1dc38880-b592-41da-85b8-d36e390115c9) ![Screenshot 2024-08-11 131427](https://github.com/user-attachments/assets/cd356b07-04f2-4f48-9c04-9f9d69199d64) ![Screenshot 2024-08-11 132445](https://github.com/user-attachments/assets/ad8e4e6e-646e-4b49-b6df-1d3d0b9270fc) ![Screenshot 2024-08-11 131712](https://github.com/user-attachments/assets/f81965cc-71e6-4e37-a9c0-7230b9af1a37) ![Screenshot 2024-08-11 143951](https://github.com/user-attachments/assets/7eae84fa-a2d5-4e2c-893c-afc5e93cfcd4) </details> # Changelog :cl: Vandujr add: Added a new 'Corporate Liaison's Wardrobe' that all corporate roles can use. includes more clothes than the cabinet originally had. add: Added a new orange outfit the CL can pick from his Wardrobe Vendor. add: Added civilian black and white berets. refactor: Refactored the corporate boots, making a version with and without a knife in it on spawn. All roles that should have the knife version, have it. imageadd: Added new item sprites to the old 'complete' suits; that being the tan and formal suits, aswell as the suspenders. imageadd: Added a new item sprite for the black beret, in line with the rest of the modern berets. maptweak: Swapped the CL's cabinet for the wardrobe vendor. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 45f9303 - Browse repository at this point
Copy the full SHA 45f9303View commit details -
Configuration menu - View commit details
-
Copy full SHA for 8119344 - Browse repository at this point
Copy the full SHA 8119344View commit details -
Fixes resist while bucklecuffed to bed (#6960)
# About the pull request Fixes cmss13-devs/cmss13#6347 (interrupt_all includes interrupt_knocked_down and you're considered knocked down when lying down on bed, so you can't resist when bucklecuffed to bed atm) # Explain why it's good for the game Fixes cmss13-devs/cmss13#6347 # Testing Photographs and Procedure Tested it on local, it worked <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: lets you resist when bucklecuffed to bed /:cl:
Configuration menu - View commit details
-
Copy full SHA for 8e15f17 - Browse repository at this point
Copy the full SHA 8e15f17View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4ebfc76 - Browse repository at this point
Copy the full SHA 4ebfc76View commit details -
Playing cards are vanity accessories for helmets (#6894)
# About the pull request Adds helmet garb flags to playing cards # Explain why it's good for the game Flavor and vanity is cool, you shouldnt have to sacrifice storage for something so minor # Testing Photographs and Procedure ![image](https://github.com/user-attachments/assets/eff1445f-c063-4b56-beaf-5f48eebc2e78) <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. ![image](https://github.com/user-attachments/assets/b19ebb15-6ddc-4795-8969-86f9e71bef91) </details> # Changelog :cl: Asmocard qol: Playing cards no longer take a storage slot from your helmet, they take a vanity slot now. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 75b134e - Browse repository at this point
Copy the full SHA 75b134eView commit details -
Configuration menu - View commit details
-
Copy full SHA for c7f9d7e - Browse repository at this point
Copy the full SHA c7f9d7eView commit details
Commits on Aug 19, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 3aad041 - Browse repository at this point
Copy the full SHA 3aad041View commit details
Commits on Aug 20, 2024
-
Suit storages qdel pockets on Destroy() (#6990)
# About the pull request When `Destroy()`ing, suit storages will now qdel and clean their reference to the `pockets` var. <!-- 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 Harddels 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 No player facing changes.
Configuration menu - View commit details
-
Copy full SHA for cab914d - Browse repository at this point
Copy the full SHA cab914dView commit details
Commits on Aug 21, 2024
-
# About the pull request Re-trying this PR as last time I got caught up with IRL stuff and let it rot. Adds two new pizza cutter sprites, one with a plastic handle and one with a wooden handle. Adds item sprites and hand-holding sprites. No more comically large pizza cutter as they're now appropriately sized sprites in your hand. # Explain why it's good for the game Allows for people to use a normal and non-memey pizza cutter. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/102622741/8d8e3232-0f1f-49cc-b897-d94ed0b365cd) ![image](https://github.com/cmss13-devs/cmss13/assets/102622741/590cd27f-b51b-4878-b9a5-6d3427303185) </details> # Changelog :cl: add: Added new pizza cutter sprites. /:cl: <!-- Mensla --> --------- Co-authored-by: Your Name <[email protected]> Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 229c3b6 - Browse repository at this point
Copy the full SHA 229c3b6View commit details -
Configuration menu - View commit details
-
Copy full SHA for 9979760 - Browse repository at this point
Copy the full SHA 9979760View commit details -
Forecon ERT Adjustments (#6739)
# About the pull request Forecon ERTs will return to the USCM ERT station if spawned via shuttle. The Forecon Medic/Engineer spawn has been adjusted. It now has a unique icon, a unique job name, and its toolset has been expanded to compensate for items I forgot to add, such as a medivisor and a lifesaver belt. This PR also adds a new full variant of a lifesaver belt for the Forecon Tech, furnished with necessary field equipment. # Explain why it's good for the game This PR essentially is adding features that I overlooked during my initial PR, or are otherwise better emphasising what certain roles do. # 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: Force reconnaissance response teams will now use the USS Kurtz as their home base when departing from the USS Almayer on their response shuttle. balance: The ERT Forecon Medic/Engineer spawn has been reworked into the 'Reconnaissance Support Technician' to better reflect its design as a combination of a Corpsman and a Comtech. add: Per the above, the Support Tech now spawns with a unique and full lifesaver belt and some form of a medical visor. imageadd: The Support Tech has a unique HUD icon to better denote its role. /:cl: --------- Co-authored-by: Steelpoint <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 3818176 - Browse repository at this point
Copy the full SHA 3818176View commit details -
Configuration menu - View commit details
-
Copy full SHA for 6f54b61 - Browse repository at this point
Copy the full SHA 6f54b61View commit details -
Adds handheld Enforcer squad distress beacons for Provost Inspectors+…
… (#6866) # About the pull request Adds handheld beacons for provost inspectors+ that can call a squad of enforcers. Pretty simple. # Explain why it's good for the game Adds a way for solo inspectors/marshals to receive reinforcements in the case shit hits the fan. Streamlines the process of asking for reinforcements - No need to ahelp/pray/whatever anymore to admins. # 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: Adds handheld Enforcer squad distress beacons for Provost Inspectors+ /:cl:
Configuration menu - View commit details
-
Copy full SHA for 6c4543a - Browse repository at this point
Copy the full SHA 6c4543aView commit details -
Configuration menu - View commit details
-
Copy full SHA for 2162ba9 - Browse repository at this point
Copy the full SHA 2162ba9View commit details -
Changes old donator kit sprites. (#6887)
# About the pull request This pull replaces extremely old outdated donator sprites with a new donator armor set. # Explain why it's good for the game Removes old sprites from years ago and replaces them with up to date sprites that are more in line with current marine armor. Removed old sprites not in use, all sprites were owned by me and not in use. # Testing Photographs and Procedure <details> ![VCNNiQYucAAAAASUVORK5CYII](https://github.com/user-attachments/assets/73fe55c1-295b-49de-a943-22dba8e15d90) </details> # Changelog :cl: code: Updated donator items imageadd: Added new donator sprites imagedel: Removed old unused sprites /:cl: --------- Co-authored-by: Drathek <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for eb675ff - Browse repository at this point
Copy the full SHA eb675ffView commit details -
Configuration menu - View commit details
-
Copy full SHA for 9250260 - Browse repository at this point
Copy the full SHA 9250260View commit details -
Configuration menu - View commit details
-
Copy full SHA for bb2d86e - Browse repository at this point
Copy the full SHA bb2d86eView commit details -
m44 import from downstream (#6984)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request imports the m44 sprites from downstream (PvE) cmss13-devs#196 <!-- 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 They look more organic and "real" than the current thin revolver sprites <!-- 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> ![bBTneUK3Bq](https://github.com/user-attachments/assets/a5825f72-6d8b-48ef-80a2-7b67a341112b) </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: dongwaiver imageadd: new m44 revolver sprites imagedel: old m44 revolver sprites /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
Configuration menu - View commit details
-
Copy full SHA for 77c01da - Browse repository at this point
Copy the full SHA 77c01daView commit details -
Configuration menu - View commit details
-
Copy full SHA for 4c03b0e - Browse repository at this point
Copy the full SHA 4c03b0eView commit details -
Imports TWE sprites from downstream (#6985)
# About the pull request Improved coloring/design for TWE & better consistency Imports mime & cowboy sprites - better defined cmss13-devs#314 <!-- 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 Improved design is more immersive and overall consistent with CM13 other sprites # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![dreamseeker_4c4yCZkZiQ](https://github.com/user-attachments/assets/b628018d-c2e9-4ef7-834f-d2d8c61c421d) ![dreamseeker_rVV8o3xC5g](https://github.com/user-attachments/assets/88f6bc22-f7c1-4bce-b887-93814a77f0bf) ![dreamseeker_fGKW3Zg4Kf](https://github.com/user-attachments/assets/b37b3182-9581-4a34-9a90-15ba543d79e1) ![dreamseeker_6GD0E3n2Di](https://github.com/user-attachments/assets/bde00437-533e-471b-9d10-8d4aca365d0e) ![dreamseeker_hVKRRpeKpm](https://github.com/user-attachments/assets/9696187a-f577-4227-a87d-867c674680c1) </details> # Changelog :cl: AmoryBlaine imageadd: Imports TWE sprites from downstream imageadd: Imports mime & cowboy boots /:cl:
Configuration menu - View commit details
-
Copy full SHA for 207f72c - Browse repository at this point
Copy the full SHA 207f72cView commit details -
Configuration menu - View commit details
-
Copy full SHA for a7c3482 - Browse repository at this point
Copy the full SHA a7c3482View commit details
Commits on Aug 22, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 62e7681 - Browse repository at this point
Copy the full SHA 62e7681View commit details -
# About the pull request Adds a chat filter which automatically prevents messages in-character, OOC, LOOC or dchat from being sent if they contain certain words, this will notify the user and warn them that they will be banned should they try to circumvent it. This is obviously just a config option so if this is merged the config will have to be edited accordingly. <!-- 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 Instead of instantly banning people for saying certain words, simply prevents them from saying them in the first place - this way no harm is done to anyone who might be offended as well as the player which (possibly mistakenly) said the word not being banned and instead let know the word is not allowed. # 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: config: Added config options for filtering out certain words /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for d628fc6 - Browse repository at this point
Copy the full SHA d628fc6View commit details -
Configuration menu - View commit details
-
Copy full SHA for 53acc58 - Browse repository at this point
Copy the full SHA 53acc58View commit details -
Splits storage.dmi into multiple files (#6964)
# About the pull request Splits storage.dmi into multiple sub files, as well as moves some icons around for practicality. Cleaned some completely unused old icons. No new sprites were added and no edits to existing ones were made. # Explain why it's good for the game Would cause less merge conflicts in a future, as well as adding easier navigation in files. </details> # Changelog :cl: refactor: splits storage.dmi into multiple files, also moved some icons around for organization /:cl:
Configuration menu - View commit details
-
Copy full SHA for f165d66 - Browse repository at this point
Copy the full SHA f165d66View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4276c02 - Browse repository at this point
Copy the full SHA 4276c02View commit details -
Makes fingerprint scanner description newbie-friendly (#6989)
# About the pull request Changes fingerprint scanner description to help new players along with how to use it. Removes the flavor text about incorrect results as that's not how the item functions (therefore a bit misleading.) # Explain why it's good for the game makes game slightly more newbie friendly # 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: fingerprint scanner description is more newbie-friendly /:cl:
Configuration menu - View commit details
-
Copy full SHA for 1198343 - Browse repository at this point
Copy the full SHA 1198343View commit details -
Configuration menu - View commit details
-
Copy full SHA for fc0673e - Browse repository at this point
Copy the full SHA fc0673eView commit details -
Fixes retrieve fulton objective (#6994)
# About the pull request ![image](https://github.com/user-attachments/assets/c484285a-a96b-4d48-826a-d906040790f3) # Changelog :cl: fix: "Retrieve Fulton" objective should now show up properly. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 6b5840f - Browse repository at this point
Copy the full SHA 6b5840fView commit details -
Configuration menu - View commit details
-
Copy full SHA for 3564fc7 - Browse repository at this point
Copy the full SHA 3564fc7View commit details -
Changes 'view objectives' verb to 'view intel objectives' verb, in li…
…ne with 'view research objectives' (#6987) # About the pull request Changes the IC verb 'view objectives' to 'view intel objectives' # Explain why it's good for the game 'View objectives' is not intuitive as to it's purpose, could be interpreted as view personal objectives (or traitor objectives by new players from other codebases) This change makes it in line with the more recently added 'view research objectives', and makes the purpose of the verb more clear. I have not tested this, as I can't see how the text change would affect anything else. # Testing Photographs and Procedure N/A # Changelog :cl: qol: Changed 'View objectives' verb to 'View intel objectives'. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 87db58a - Browse repository at this point
Copy the full SHA 87db58aView commit details -
Configuration menu - View commit details
-
Copy full SHA for 2b571a5 - Browse repository at this point
Copy the full SHA 2b571a5View commit details -
# About the pull request Adds amr ammo to req wo vendor, also adds amr ammo pack to ammo supply drop beacon. # Explain why it's good for the game Oversight - bad. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![RYnlXOZsvM](https://github.com/user-attachments/assets/5cb05a88-2408-4069-99e8-4666624911c9) </details> # Changelog :cl: add: added amr ammo to WO req vendor and to WO ammo beacons /:cl:
Configuration menu - View commit details
-
Copy full SHA for 2d5ff70 - Browse repository at this point
Copy the full SHA 2d5ff70View commit details -
researchvivors can access research database (#6961)
# About the pull request allows survivors, synthvivors, and anyone that has research skill, to use the "view research objectives" verb if they also have USCM IFF # Explain why it's good for the game allows survivors that want to help research have a much better time doing so. the view research objectives verb is invaluable, as it shows how many points they have and all the chems they have yet to scan right on the fly. it is very hard to keep track of your points and what you've scanned using solely the research terminals, especially when you're joining the research team mid round. this should help researchers get up to speed with how things are going, and have a generally better time in research. # 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: Nomoresolvalou qol: scientist survivors that get IFF will be able to view research objectives /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 517949e - Browse repository at this point
Copy the full SHA 517949eView commit details -
Configuration menu - View commit details
-
Copy full SHA for e51d463 - Browse repository at this point
Copy the full SHA e51d463View commit details -
UPP Logistics Worker and Political Commissar Addition (#6920)
# About the pull request This PR adds two new UPP roles for admin events, the UPP Logistics Technician and the UPP Political Commissar. The duties of the Logistics Technician are self-evident, however the duties of the Political Commissar are ill defined. This is intentional and it is up to a combination of the staff running the event, and the player, how they want to have the Commissar interact with the UPP Command Staff, or USCM forces. They are technically considered a non-combat military personnel, and are not a civilian. The PR also adds a few bits of organization to the UPP gear preset file. # Explain why it's good for the game Adds more options for admins in events. The Logistics Worker can assist in managning the UPP supply depot/s whereas the Political Officer can add unique opportunities for roleplay interactions not typically seen. # Testing Photographs and Procedure ![Screenshot 2024-08-11 14 56 17](https://github.com/user-attachments/assets/e403a058-0c8d-472f-a2f2-d11750a06419) Left, Logistics Worker Right, Commissar # Changelog :cl: add: The UPP Logistics Technician has been added as a event role for the UPP. Their intention is to assist in operating any supply depots and logistics departments under the control of the UPP, they also possess engineering and construction skills allowing them to assist in fortification work as required. add: The UPP Political Commissar has been added as a event role for the UPP. They act to ensure the political ideology of the UPP is upheld within the unit they are attached to. The goals and ranking of this job are left undefined to add ambiguity as to their ability to influence the UPP command structure. /:cl: --------- Co-authored-by: Steelpoint <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for d25df94 - Browse repository at this point
Copy the full SHA d25df94View commit details -
Configuration menu - View commit details
-
Copy full SHA for c5d648c - Browse repository at this point
Copy the full SHA c5d648cView commit details -
Makes survivor doctors use doctor paygrade (#6975)
# About the pull request As title # Explain why it's good for the game We have a civilian doctor paygrade & prefix, but it's basically never seen anymore. Makes sense for civilian doctors to be using it. Same for civilian security officers. # 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: Makes survivor doctors now use doctor title, and security survivors now use Officer title. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 401f8cb - Browse repository at this point
Copy the full SHA 401f8cbView commit details -
Configuration menu - View commit details
-
Copy full SHA for 910d5a2 - Browse repository at this point
Copy the full SHA 910d5a2View commit details -
fixes duplicate brown shoes in code (#6928)
# About the pull request fixes cmss13-devs/cmss13#6823 # Explain why it's good for the game fixes cmss13-devs/cmss13#6823 # 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 No player facing changes I think
Configuration menu - View commit details
-
Copy full SHA for 6cb3ce6 - Browse repository at this point
Copy the full SHA 6cb3ce6View commit details -
Configuration menu - View commit details
-
Copy full SHA for 49fdd3a - Browse repository at this point
Copy the full SHA 49fdd3aView commit details -
Re-adds peridaxon revival mix as a separate option (#6914)
# About the pull request Re-adds the peridaxon revival mix (peri instead of tricord) with slightly different ratios (instead of 5:5:5 instead of 6:6:3) as a loadout option. <!-- 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 Some people prefer their revival mix with peri, some prefer it with tricord - each having their own ups and downs. You shouldn't be limited to one or the other (or hoping the chemist feels nice enough to change the contents of your pressurized canister today). # 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 another revival mix pouch option which contains Peridaxon instead of Tricordrazine. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 89639f3 - Browse repository at this point
Copy the full SHA 89639f3View commit details -
Configuration menu - View commit details
-
Copy full SHA for 9b981eb - Browse repository at this point
Copy the full SHA 9b981ebView commit details -
# About the pull request Adds a medium sized UPP flag sprite to the game for mappers. # Explain why it's good for the game Good for helping establish an area is under UPP control. # Testing Photographs and Procedure ![Screenshot 2024-08-11 20 13 52](https://github.com/user-attachments/assets/170c102f-6794-4b4f-b1c3-921b59bad530) # Changelog :cl: add: A medium sized, wall mounted, UPP flag sprite has been added to the game, for mappers to use. /:cl: Co-authored-by: Steelpoint <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 688fae2 - Browse repository at this point
Copy the full SHA 688fae2View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4166ce5 - Browse repository at this point
Copy the full SHA 4166ce5View commit details -
Add FORCEDROP_CONDITIONAL and SMARTGUNNER_BACKPACK_OVERRIDE to bitfie…
…lds (#6881) # About the pull request This PR is a followup to cmss13-devs/cmss13#6150 and cmss13-devs/cmss13#5914 that added new flags_item flags but not to the bitfields # Explain why it's good for the game Allows the VV to allow editing and displaying these flags correctly. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/user-attachments/assets/3b292717-c48a-4d22-89ef-c4a549db9a1c) </details> # Changelog :cl: Drathek code: Added missing bitfields for flags_item to VV /:cl:
Configuration menu - View commit details
-
Copy full SHA for 361e612 - Browse repository at this point
Copy the full SHA 361e612View commit details -
Configuration menu - View commit details
-
Copy full SHA for e0113a9 - Browse repository at this point
Copy the full SHA e0113a9View commit details -
Adds all missing lineart images in gun examine (#6905)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Adds all missing ones mentioned in cmss13-devs/cmss13#5733, i'll handle some others and resprites of old ones in another pr. ![ljaipkGMkF](https://github.com/user-attachments/assets/769d8beb-98e0-4689-852b-96c7f4e9e7ef) All sprites by me. # Explain why it's good for the game Missing icons bad # 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> ![dreammaker_Xvmf2lXvQS](https://github.com/user-attachments/assets/d63275bd-3012-4dc9-909e-541ec11715c8) </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: adds lineart images for almost all guns that didn't have it code: missing lineart error is now a lint /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
Configuration menu - View commit details
-
Copy full SHA for 027781c - Browse repository at this point
Copy the full SHA 027781cView commit details -
Configuration menu - View commit details
-
Copy full SHA for 818d811 - Browse repository at this point
Copy the full SHA 818d811View commit details -
Adds marine law charges for unlawful usage of listening devices. (#6974)
# About the pull request As title # Explain why it's good for the game Something I should have done when I added the devices in the first place. Should put a stop to MPs misusing them at the very least. # Changelog :cl: add: Added Marine Law charges to the JAS for unlawful use of a Listening Device. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 107e8b8 - Browse repository at this point
Copy the full SHA 107e8b8View commit details -
Configuration menu - View commit details
-
Copy full SHA for 7896e6d - Browse repository at this point
Copy the full SHA 7896e6dView commit details -
Re-orders the SEA vendor (#6983)
# About the pull request As title, changed up the order of items in the SEA vendor a bit, and changed what some of their internal categories are. # Explain why it's good for the game Efficiency # 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: Re-ordered the SEA vendor contents slightly, and changed the combat gear to use combat categories. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 09d5ed3 - Browse repository at this point
Copy the full SHA 09d5ed3View commit details -
Configuration menu - View commit details
-
Copy full SHA for 45591dd - Browse repository at this point
Copy the full SHA 45591ddView commit details -
# About the pull request Adds a template for a dropship 3. This uses the existing DS3 sprites, with some revisions to bring them up to date. The sprites are NOT perfect, there are some colour patches that don't match up. I am not graphically inclined, so if someone wants to touch up the bits I've missed you are more than welcome to. # Explain why it's good for the game Short term I expect this to have event function more than anything else. Long term who knows. # 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 Dropship 3 Saipan template. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 426eab7 - Browse repository at this point
Copy the full SHA 426eab7View commit details -
Configuration menu - View commit details
-
Copy full SHA for b192eb0 - Browse repository at this point
Copy the full SHA b192eb0View commit details -
Fixes teslas in fiorina (#6900)
# About the pull request Closes #1090 Makes the tesla on the scavenger ship unhackable for consistency as well as not shoot the sentry right next to it due to how crowded the space is <!-- 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 Fixes a bug # 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: Fixed the premade tesla coils on Fiorina /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for dc4b29a - Browse repository at this point
Copy the full SHA dc4b29aView commit details -
Configuration menu - View commit details
-
Copy full SHA for 9ee830a - Browse repository at this point
Copy the full SHA 9ee830aView commit details -
# About the pull request Pr contains a lot of req related tweaks that are just too minor and too numerous, and touch the same files, so i just combined them all into one pr. **Adds to ASRS store:** - HIDP, AGM-I grenade boxes - Fragmentation mortar shells **Adds to req vendors:** - External webbings - XM88 ammo packets - XM88 ammo box (will start working when cmss13-devs/cmss13#6693 gets merged) - HPDP WP nade packets - HIDP, AMG-F, AGM-I grenade boxes - Metal foam grenade packets - Flashlight box - 16g breaching slugs packet Chance of ingridients crate to be sent by asrs have been lowered, because it is too annoyingly common, and it's not needed by MST in that quantity. Req clothing vendor now has different backpacks, boots, uniforms. M4A3 HP mags are now in ASRS rotation, with the same chance as M4A3 AP. Added qm fluff locker to qm's office, as well some decor to it as well. Added some paper bins to req area. Tweaked xm88 packet from 90 to 100 rounds. Tweaked hpr holo ammo price in asrs from 3000 to 2000 (normal ammo costs 2000) Package wrapper now has wider selection of crate skins to chose from. Added megaphone use sound and inhand sprites. Made QM's jacket a subtype of marine jacket, which solves numerous inconsistencies between them. Added slightly edited [Quartermaster Creed](https://quartermaster.army.mil/qm_creed.html) plaque to the QM's office, with unique sprite. HPDP nades exist in weak and strong variants, which look the same and have the same name, i made them into CCDP and WPDP, to easily differ them between one another. Combat flashlights now have unique sprites, added combat flashlight ammo box, also tweaked combat flashlight desc. Added QM beret from cmss13-devs/cmss13#6701 Added req vendor animations and sounds. <details> https://github.com/user-attachments/assets/cf0044af-dd51-426f-b268-4db3bdc28d41 </details> Fixed incorrect wall smoothing near req vendors. <details> Before ![StrongDMM_IGQg7eUei3](https://github.com/user-attachments/assets/18a00ade-1c72-47b3-9d7a-166ae58754f5) After ![dreamseeker_ZwOp8phFgu](https://github.com/user-attachments/assets/7ccb383c-05c5-489e-be58-50b2ef17986d) </details> All new sprites by me. # Explain why it's good for the game Just overall fixes, qol and tweaks About xm88, it is the only weapon kit in req vendor that doesn't have its ammo in the ammo vendor, i corrected that About external webbings, it has the same stats as hazard vests, and overall it's literally resprite of it, added it by popular demand. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![dreamseeker_MZ37WeLOCV](https://github.com/user-attachments/assets/83aed7d0-42e9-41b2-ab11-588555ff0f43) ![dreamseeker_CpCiruAFLt](https://github.com/user-attachments/assets/9885c152-0612-49d0-a6ab-c8ddaaa5d44c) ![dreamseeker_Ub8rWA0uB5](https://github.com/user-attachments/assets/bd7b5041-36bc-4564-8f8d-f3a85f2c7507) ![hLotkQil5n](https://github.com/user-attachments/assets/2c6e075f-d2d5-412c-9880-bb32636e8c45) ![Fw2QAWpN7w](https://github.com/user-attachments/assets/fe6a7c40-10e8-46d8-ba9c-2dcc5a970d14) https://github.com/user-attachments/assets/627f87d4-639f-498e-b7dc-5bc13df2aef4 ![dreamseeker_ylaKHIC7Ek](https://github.com/user-attachments/assets/8ced50fb-94b9-4968-9594-7bb153131f26) ![dreamseeker_sScM1xFPkV](https://github.com/user-attachments/assets/d615f6c6-ec05-4cbd-883d-6f106bf1cfa1) </details> # Changelog :cl: add: HPDP strong and weak are now CCDP and WPDP, CCDP now has unique packet sprite and nade sprite (no balance changes) add: added combat flashlight box and also combat flashlight unique sprite, tweaked desc to better convey that add: added frag mortar shells to req asrs store add: added qm fluff/spare items locker with some niche things add: xm88 ammo packets and ammo box to req ammo vendor add: added external webbings to req equipment vendor add: added quartermaster beret to qm vendor add: package wrapper now has more crate skins add: metal foal grenade packets add: req vendors now play small animation and sound, also they have small vend delay to fit animation framing add: added flashlight box to req vendor add: m4a3 hp ammo boxes to asrs pool add: HIDP, AGM-I, AGM-F grenade boxes to req vendor and asrs store add: req clothing vendor now has different: uniforms, boots, backpacks add: megaphone use sounds and inhands icons add: Added flat icon support to spritesheets for boxes, ammo boxes, and reagent containers so they display their overlays in vendors qol: remade list in req clothing vendor qol: lowered chance of ingridients crate to be sent by asrs qol: qm jacket is now identical in stats and capabilities to service jacket balance: changed XM88 packets capacity from 90 to 100 (is it needed for correct ammo box calculations) balance: ASRS price of HPR holo target ammo is now the same as the normal ammo fix: fixed HPDP packets not being vendable by req equipment vendor fix: fixed HPR ASRS ammo crate having incorrect sprite fix: breaching slugs packets can now be refilled into req vendor refactor: nade boxes icons refactor maptweak: added some chairs, qm locker, lamp to qm's office maptweak: added paper bins and some pens to main req area maptweak: added some rack kits to req storage maptweak: fixed incorrect wall smoothing near req vendor /:cl: --------- Co-authored-by: Drulikar <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for a502538 - Browse repository at this point
Copy the full SHA a502538View commit details -
Configuration menu - View commit details
-
Copy full SHA for a87d0d2 - Browse repository at this point
Copy the full SHA a87d0d2View commit details -
A few paradrop-related tips. (#6997)
# About the pull request adds 4 tips related to the art of falling with style <!-- 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 only way I figured out a few of these tips was from codediving, better to keep them in so that people who don't codedive can actually see it and take advantage of it # Testing Photographs and Procedure tested and made sure that the tips are true (Tossed some stuff out while paradropping and saw what stuck the landing and what got deleted) # Changelog :cl: add: 4 new tips related to paradropping! /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for bf02a65 - Browse repository at this point
Copy the full SHA bf02a65View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4f54868 - Browse repository at this point
Copy the full SHA 4f54868View commit details
Commits on Aug 23, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 5b2c396 - Browse repository at this point
Copy the full SHA 5b2c396View commit details -
# About the pull request Adds emissive lights to APCs, Hopefully this PR shows people how easy it is to add emissives so we can make the game prettier ![image](https://github.com/user-attachments/assets/e0f3c9ad-1a1e-47be-9fd9-e26851dfa34a) ![image](https://github.com/user-attachments/assets/8707353b-beab-4a1b-98d2-4fa956bd84c3) ![image](https://github.com/user-attachments/assets/3a7f65f2-aed0-42aa-8b7a-ffa9bd14f6b1) Takes inspiration from tgstation/TerraGov-Marine-Corps#14257 and tgstation/TerraGov-Marine-Corps#6739 and cmss13-devs/cmss13#5405 <!-- 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 Makes it prettier # 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: APCs are now emissive code: Added emissive blockers to a bunch of stuff /:cl:
Configuration menu - View commit details
-
Copy full SHA for 10e1785 - Browse repository at this point
Copy the full SHA 10e1785View commit details -
Configuration menu - View commit details
-
Copy full SHA for 43896fc - Browse repository at this point
Copy the full SHA 43896fcView commit details -
improvements to research datum (#6885)
# About the pull request Ever since the init argument pr I had common sense take over and understand how goofy that was, so we are now here. This makes it *much* easier to add technology that doesnt spawn something. eg techtree upgrades while also stopping the init var nonsense, THIS is how it should have been. Merge after anti caustic armor so I can adapt it easily <!-- 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 If someone adds upgrade that does something that requires non physical items, they can now. # 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: Research datum now supports more broad ideas in the future. /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 44c2c1e - Browse repository at this point
Copy the full SHA 44c2c1eView commit details -
Configuration menu - View commit details
-
Copy full SHA for 915d8ea - Browse repository at this point
Copy the full SHA 915d8eaView commit details -
# About the pull request Removes the TARDIS-like "bigger on the inside" fancy locker. <!-- 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 Goofy, never used. (threw an error when I mistook it for a real closet and hurt my feelings) # 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: del: Removed fancy locker /:cl:
Configuration menu - View commit details
-
Copy full SHA for b6e6118 - Browse repository at this point
Copy the full SHA b6e6118View commit details -
Configuration menu - View commit details
-
Copy full SHA for 47c701f - Browse repository at this point
Copy the full SHA 47c701fView commit details -
Smartgun battery name sanity (#6934)
# About the pull request Moves a word to the right abit so it looks like every other item with "letter_number_designation item_name_here" <!-- 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 Saves my sanity a little? # 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 spellcheck: places smartgun after DV9 to be DV9 smartgun battery /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 99ca4fd - Browse repository at this point
Copy the full SHA 99ca4fdView commit details -
Configuration menu - View commit details
-
Copy full SHA for 25997a1 - Browse repository at this point
Copy the full SHA 25997a1View commit details -
# About the pull request Adds a pair of shoes that were featured on Ripley in Aliens ![dreamseeker_89YO3FNp5U](https://github.com/user-attachments/assets/44757227-4809-4b9d-a5e2-fe979eeedfcd) ![dreamseeker_8HjbD0Qysm](https://github.com/user-attachments/assets/6042247c-5b50-4bab-8a3f-5b0ad79ad128) <details> ![image](https://github.com/user-attachments/assets/7ba43a7d-7e9d-4310-ac62-9595c07caa2d) </details> As well as a box for them similar to the one they were shipped in one of the editions ![dreamseeker_u4qW0CtxYF](https://github.com/user-attachments/assets/215056f0-6005-43f5-82eb-c0996af4cd28) <details> ![image](https://github.com/user-attachments/assets/92979b62-d442-4ef3-bea9-ee1ce22cb3d1) </details> Added box with these shoes on Solaris Ridge, Kutjevo Refinery and New Varadero Also added a civillian survivor preset loosely resembling Ripley in second half of Aliens ![dreamseeker_tWIOn5VjTi](https://github.com/user-attachments/assets/4e3acb9e-b7c0-4239-b32b-aee0954be2b6) <details> ![image](https://github.com/user-attachments/assets/20b0a34d-45ba-48e0-b673-19bfab79dfe7) </details> Some inspiration was taken from these cmss13-devs/cmss13#609 cmss13-devs/cmss13#2727 but no sprites were taken from there, sprites in this pr are original. Comparison of sprites from mentioned prs and this pr: <details> ![aseprite_XKIx44TGfx](https://github.com/user-attachments/assets/a7118239-0f6b-40d2-b1c2-c323ca5cd751) </details> All sprites made by me, with some bits of help from Crowfiord, discord tag sir.crow. # Explain why it's good for the game More lore friendly props - good. # Changelog :cl: add: Stompers boots and box for them add: new civillian survivor preset resembling Ripley maptweak: stomper boots box on New Varadero, Solaris Ridge, Kutjevo Refinery /:cl:
Configuration menu - View commit details
-
Copy full SHA for 70065a4 - Browse repository at this point
Copy the full SHA 70065a4View commit details -
Configuration menu - View commit details
-
Copy full SHA for 39daa56 - Browse repository at this point
Copy the full SHA 39daa56View commit details -
Changes the M44 heavy speed loader to be more clear (#7001)
# About the pull request Changes the M44 heavy speed loader to be more clear on what the round actually does, since the name "heavy" can be easily mistaken for an AP round. (imo Marksman and Heavy damage values should be swapped but eh) # Explain why it's good for the game Having clear descriptions of what bullets do is good. # 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: Changes the M44 heavy speed loader description to reflect it's actual use-case. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 99558de - Browse repository at this point
Copy the full SHA 99558deView commit details -
Configuration menu - View commit details
-
Copy full SHA for 32887dc - Browse repository at this point
Copy the full SHA 32887dcView commit details -
Predalien feral smash tweaks (#6993)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Removes delay on missing a click and increases the stun to 3 seconds <!-- 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 For a caste that is supposed to be a direct counter to preds, the main ability is underwhelming and borderline unusable unless you have a number of hours fighting pred with warrior already, this isnt even including the fact that said pred is running around with a plasma rifle not trying to get near you With all the risks you are at for just existing, your entire moveset and counter potential of a caste that is rare to normal play, and the fact that you can just not be experienced in warrior to get a role of predalien, I think its fair to have 0 delay if you miss feral smash along with more reward <!-- 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: balance: increased feral smash stun to 3 seconds balance: removed the possibility of "missing" a feral smash attack /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
Configuration menu - View commit details
-
Copy full SHA for 650e296 - Browse repository at this point
Copy the full SHA 650e296View commit details -
Configuration menu - View commit details
-
Copy full SHA for 3f52923 - Browse repository at this point
Copy the full SHA 3f52923View commit details -
# About the pull request Adds a tactical HPR to the VAIPO and VAISO ERTs, VAISO MG has it 100% of the time, VAIPO 33%, the tact-HPR has an agrip, magharn, suppressor, and has a 2 damage mult to bring its dmg up to M41A/MAR50 levels Adds an HPR AP mag, just in vai ert gear, 3 mags for vaipo(incl loaded) and 4 for vaiso(incl loaded) Buffs the MAR50 fire rate a bit to lmg levels. oh also since I was in the mag code I noticed the formatting on the hpr heap mag was messed up so I changed it. # Explain why it's good for the game tact-HPR fits vaiso more and I've been meaning to do this since I added the ERT; I also tossed it to vaipo too, the dmg boost is to make it on-par with the m41 as they do not get a bipod to take advantage of bipoded ROF, as well as making them capable in mobile situations. AP mags are to fit in with the rest of the gear everyone else has, might be a bridge too far but I can simply remove it if needed. mar50 shoots really slowly when not bipoded or on burst, to the point of uselessness. Honestly I feel HPR should simply get that damage boost full stop and simply have it removed when bipoding but that would be annoying to code. # Changelog :cl: add: Adds a tactical HPR to VAISO and VAIPO machinegunners add: Adds an HPR AP mag available to the above balance: MAR50 has normal LMG level firerate now spellcheck: HPR HEAP mag now has correct name formatting /:cl:
Configuration menu - View commit details
-
Copy full SHA for 8981ad5 - Browse repository at this point
Copy the full SHA 8981ad5View commit details -
Configuration menu - View commit details
-
Copy full SHA for fa29780 - Browse repository at this point
Copy the full SHA fa29780View commit details -
New sound for revive notification (#6918)
# About the pull request The sound to notify you that you're being revived is no longer the ahelp sound, now it's a modification of the defib noise. # Explain why it's good for the game More sound diversity (and it's an existing sound anyways just my own edit to it) # 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: soundadd: revive notification has new sound (rather than the ahelp sound) /:cl:
Configuration menu - View commit details
-
Copy full SHA for a25a054 - Browse repository at this point
Copy the full SHA a25a054View commit details -
Configuration menu - View commit details
-
Copy full SHA for dfeda0b - Browse repository at this point
Copy the full SHA dfeda0bView commit details -
Intelligence Officers latejoin QoL (#7007)
# About the pull request IOs now latejoin in the officer bunks instead of with everyone else. Removed some "disjointed" cryo latejoin spots that didn't make much sense. removed some latejoin indicators in cryo to prevent latejoiners from materializing out of thin air <!-- 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 IOs already spawn there at roundstart, and also new IO players spawn extremely far from their gear location, without a radio, causing them to either need to wander the halls or ask a mentor/random player to help them find the computer lab. With this change they're just a few steps away from gearing up ![image](https://github.com/user-attachments/assets/3c00aa61-02f7-4d76-801c-1e7761660477) # Testing Photographs and Procedure latejoin cryo before: ![image](https://github.com/user-attachments/assets/2a334474-ef96-4c8f-8391-26e57795b682) after: ![image](https://github.com/user-attachments/assets/d23eb173-3b1b-476b-abc2-53f796f511a0) # Changelog :cl: qol: IOs now late join into their officer bunks instead of the general wakeup area qol: Late joiners will no longer wake up in thin air in the main cryo area. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 1ed1eb9 - Browse repository at this point
Copy the full SHA 1ed1eb9View commit details -
Configuration menu - View commit details
-
Copy full SHA for 1fe28f0 - Browse repository at this point
Copy the full SHA 1fe28f0View commit details -
Small updates to reagent containers (#6891)
# About the pull request Removes APTFT verb, leaves only the action Updates reagent container code # Explain why it's good for the game Better code # Changelog :cl: del: Removes APTFT verb from reagent containers code: Updated reagent container switch transfer amount and examination code /:cl: --------- Co-authored-by: Zonespace <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for daec0f1 - Browse repository at this point
Copy the full SHA daec0f1View commit details -
Configuration menu - View commit details
-
Copy full SHA for 7965d1b - Browse repository at this point
Copy the full SHA 7965d1bView commit details -
# About the pull request Gives CO armor an actual non placeholder sprite, that matches helmet, gloves and overall aesthetics. ![dreamseeker_s83IOE5iBL](https://github.com/cmss13-devs/cmss13/assets/100090741/6eb75f5a-b9f7-46f5-9a9e-81f7764b4f92) Sprites by **Iamtheguy** (discord tag) # Changelog :cl: imageadd: unique non placeholder CO armor sprites /:cl:
Configuration menu - View commit details
-
Copy full SHA for f303352 - Browse repository at this point
Copy the full SHA f303352View commit details -
Configuration menu - View commit details
-
Copy full SHA for 0fd6d40 - Browse repository at this point
Copy the full SHA 0fd6d40View commit details -
# About the pull request Adds camo variations for mortar. ![dreamseeker_hj3TU8xBmq](https://github.com/user-attachments/assets/81fc01de-abc8-4e07-9697-65c6138d099d) Also removed some unused sprites from the file, and repurposed some. All sprites by me. # Explain why it's good for the game More visuals - good. # Testing Photographs and Procedure <details> ![dreamseeker_v8zRYgk6UY](https://github.com/user-attachments/assets/768f9412-450d-41ee-872d-42f87a7d91c6) <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: mortar camo variants /:cl:
Configuration menu - View commit details
-
Copy full SHA for dff39de - Browse repository at this point
Copy the full SHA dff39deView commit details -
Configuration menu - View commit details
-
Copy full SHA for bbc13d3 - Browse repository at this point
Copy the full SHA bbc13d3View commit details -
# About the pull request Resprites PPSh, M60, MAC-15, Basira bolt action rifle, S&W revolver Resprites PPSh and M60 mags Gives S&W revolver actual in hand sprites and belt icon (it had literally none) Resprites inhands sprites of guns above except mac15, they are the same. All sprites by Crowford, discord tag sir.crow # Explain why it's good for the game Ancient sprites bad, missing icons bad. Before: ![dreamseeker_kQ1mLJNs5n](https://github.com/user-attachments/assets/3d591df7-6727-4b43-82a5-549dbba6546d) After: ![dreamseeker_cBcoztKNf3](https://github.com/user-attachments/assets/ec087c12-5e4b-4067-9127-d400827bcbd4) # Changelog :cl: fix: s&w revolver now has belt/pouch and inhand icons imageadd: resprite of mac15, m60, ppsh, s&w revolver, basira bolt action rifle /:cl:
Configuration menu - View commit details
-
Copy full SHA for 168c8a7 - Browse repository at this point
Copy the full SHA 168c8a7View commit details -
Tank IFF, Minigun tweaks, code cleanup & new hitsound (#6688)
# About the pull request * Adds IFF to the Minigun * Changes used projectile icon for Minigun * Adds scatter decrease to Minigun with windup * increases firing speed of the minigun * increases rev up time of the minigun * Puts Minigun bullet code into the tank ammo file, for organisation. * Adds hitsound for Autocannon Flakbullets * Adds new projectile icon for Autocannon * Fixes code for UPP minigun ammo # Explain why it's good for the game The Minigun for the Tank is lacking IFF for no good reason. Its a left over from old code and isnt adjusted for its current state. This should make the Minigun less ass to use, and also make the Minigun a better choice overall. The autocannon keeps FF, to have to role of a more high risk/high damage weapon. Its semi automatic, so it can affort not getting IFF. The Minigun also gets thigther spread as it spins up. It starts at a higher spread in turn. The full time to achive full spin has also been increased by 2 seconds, and the overall firingspeed has been very very sligthly increased. This overall should make the minigun a very good support weapon. Baiscly the SGs bigger cousin, just that the gun is actually fun. I hope. to eleate it being the SGs bigger cousin, the gun now no longer has smaller projectile sprites then the SG. Autocannon also gets new sprites fitting for its 20mm rounds. These changes should elevate the minigun to become a more stable pick and less of a noob trap. The new hitsound is sampeld straigth from pixabay or our repo. So no legal troubles there. Thanks to cuberound that helped with the minigun scatter code # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![grafik](https://github.com/user-attachments/assets/ebca5e74-6a3e-4e35-a288-613e550d094b) </details> # Changelog :cl: TheManWithNoHands balance: IFF, scatter based on minigun rev up, rev up time increase, firing delay decrease code: Places minigun aMmo in the Tank ammo File soundadd: adds a hit sound for 20mm flak /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for ba5c7ca - Browse repository at this point
Copy the full SHA ba5c7caView commit details -
Configuration menu - View commit details
-
Copy full SHA for a66629a - Browse repository at this point
Copy the full SHA a66629aView commit details -
Patch PB bonus projectile knockback (#6784)
# About the pull request Prevents an issue with PB bonus projectiles. In a PB, the initial projectile is never "fired", it remains in nullspace. That's fine, since there's special handling in knockback code for a projectile in nullspace, it uses the firer. In a PB, bonus projectiles are set to the target's loc. That doesn't matter much except for knockback, which uses the position of the projectile vs. the position of the target. The bonus projectile is on the same tile as the target, so it can't give a sane angle, so it defaults to EAST. This changes the bonus projectile's position to nullspace, matching how the initial projectile works. <!-- 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 If a bonus projectile with knockback were ever to be used, this will prevent issues. # 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 No player facing changes.
Configuration menu - View commit details
-
Copy full SHA for 97c21f9 - Browse repository at this point
Copy the full SHA 97c21f9View commit details -
Configuration menu - View commit details
-
Copy full SHA for b3444f7 - Browse repository at this point
Copy the full SHA b3444f7View commit details -
Varadero, Strata, Kutjevo, Shiva energy fix (#6972)
# About the pull request Areas on this maps pull energy from default, and has energy when generators off SMES added on Shiva generators points. # Explain why it's good for the game Fixes always good # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Tested. </details> # Changelog :cl: fix: Varadero, Strata, Kutjevo, Shiva maps now don't have infinity energy add: Added SMES on Shiva generators points /:cl:
Configuration menu - View commit details
-
Copy full SHA for 84f1644 - Browse repository at this point
Copy the full SHA 84f1644View commit details -
Configuration menu - View commit details
-
Copy full SHA for 2ab6abd - Browse repository at this point
Copy the full SHA 2ab6abdView commit details -
Solar Devils ERT [PvE Marines] (#6811)
# About the pull request In marking the merger of the PvP and PvE servers under a single banner, this PR sets to celebrate that by the addition of the 'Solar Devils' battalion as a (currently admin only) Emergency Response Team. The Solar Devils are similarly well equipped and trained as they appear in PvE. This PR also adds some content from the PvE server to enhance the appearance of the Solar Devils to better fit their appearance, such as a battalion patch sprite. These squads will spawn with, depending on if they are a half or full squad, 4 Riflemen, 2 Smartgunners, 2 Team Leaders, 1 Platoon Corpsman and 1 Platoon Leader. The Platoon Leader will only spawn with the 'Full Squad' ERT. The squad are all armed with M41A Mk1's. ---- In terms of function. This PR adds two distress calls for admins to use, a Half-Squad and Full Squad deployment of either 5 or 10, respectively, Solar Devil Marines. They spawn with some unique equipment, and they all possess increased skills. # Explain why it's good for the game Show of comradeship, and a small easter egg of the PvE server in PvP. # Testing Photographs and Procedure ![Screenshot 2024-07-28 21 52 07](https://github.com/user-attachments/assets/a28fca30-a2ca-4b13-9528-42586d4a8caf) # Changelog :cl: add: In observance of the merger of the PvP and PvE servers of CM-SS13. The 'Solar Devils', the USCM battalion that appear in the PvE server, have been added as an admin only Emergency Response Team. add: The Solar Devils are highly trained and well equipped by Marine standards, they will also spawn as part of their own squad. imageadd: A 'Solar Devils' uniform patch accessory has been added. /:cl: --------- Co-authored-by: Steelpoint <[email protected]> Co-authored-by: private-tristan <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 5947249 - Browse repository at this point
Copy the full SHA 5947249View commit details -
Configuration menu - View commit details
-
Copy full SHA for 6d53ee1 - Browse repository at this point
Copy the full SHA 6d53ee1View commit details -
# About the pull request This added the missing Provost positions from the Provost Office hierarchy and gives more options for a more appropriate response when handling ML issues ICly including a Deputy Marshal and Provost Chief Inspector. it keeps conflicting every single sprite merge 🗡️ <!-- 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 rank under-response is better than rank over-response for roleplay and immersion # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/user-attachments/assets/57154ebe-3091-4d0d-9433-4ab42dbbef25) ![dreamseeker_Wqypw6erPa](https://github.com/user-attachments/assets/2813055b-a773-436a-89ee-ee737d99290a) ![dreamseeker_YLyXXv71vc](https://github.com/user-attachments/assets/6dca6c67-568f-4463-be70-68a2bb5a5b7f) ![dreamseeker_rIGx5diI14](https://github.com/user-attachments/assets/edc89c89-fecb-49af-b7e3-c72739b93272) ![dreamseeker_ivs408zuvU](https://github.com/user-attachments/assets/7134b5c1-06ed-4163-bab3-920c2d751905) </details> # Changelog :cl: add: Provost Chief Inspector add: missing Provost Presets per ML Hierarchy imageadd: added PCI sprites imageadd: PCI and Dep. Marshal HUD icons /:cl: --------- Co-authored-by: forest2001 <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 06d35ef - Browse repository at this point
Copy the full SHA 06d35efView commit details -
Configuration menu - View commit details
-
Copy full SHA for 1b874c9 - Browse repository at this point
Copy the full SHA 1b874c9View commit details
Commits on Aug 24, 2024
-
Configuration menu - View commit details
-
Copy full SHA for ee59c44 - Browse repository at this point
Copy the full SHA ee59c44View commit details -
Fullscreen improvements (#6850)
# About the pull request Added a toggle fullscreen key, default F11. Switched to `is-fullscreen` implementation, which preserves window size/maximized from before fullscreening. The previous `is-maximized` disable/enable dance was to avoid a BYOND issue with fullscreening a maximized window. That issue was resolved in 515.1639: https://www.byond.com/forum/post/2924219 Fullscreen now hides the menu bar. Toggling fullscreen now triggers adaptive zoom and/or auto viewport resize if those are enabled. Renamed the proc to `update_fullscreen` since that part wasn't actually toggling anything. <!-- 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 Boots without issue. Preference is toggled and preserved. Fullscreening while maximized works properly *on version 1639 and above*. Non-fullscreened screen state is preserved. # Changelog :cl: add: Added toggle fullscreen hotkey, default F11 qol: fullscreening hides the menu bar fix: toggling fullscreen preserves your non-fullscreened window options /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 13682c3 - Browse repository at this point
Copy the full SHA 13682c3View commit details -
Configuration menu - View commit details
-
Copy full SHA for 064cdb0 - Browse repository at this point
Copy the full SHA 064cdb0View commit details -
Renegade Hive is now a different color (#7018)
# About the pull request I've come to notice during rounds where a Renegade hive comes into existence (xenos with USCM IFF tags who decide to permanently ally with marines after corrupted queen dies/betrays). The marines shoot them way too often on first glance and clear their weeds despite the weeds not affecting them and the renegades being incapable of ever hurting marines. I've assume this is due to their colors looking way too similiar to the original hive since at first glance, you might think its just a regular xeno. I've decided to change the hive color to be more visually distinct at a glance. old look: https://files.catbox.moe/1umkgx.png, new look: https://files.catbox.moe/srs3gd.png. Its now only similar to the Bravo hive now. Is this going to stop marines from executing Renegades? Probably not, they need a better way to show "DO NOT SHOOT, THEY CANT HURT YOU EVER" but this isnt the scope of the PR. This should decrease the incidents of accidental shootings and weed/structure clears. # Explain why it's good for the game To make Renegades and their structures less likely to be attacked due to being misidentified as regular xenos from visuals, considering they are supposed to be permanently friendly to marines and killing them is nothing but a net negative for marines. # 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:Unknownity code: The renegade hive is now more visually distinct from the normal hive to decrease the chance of marines accidentally attacking them. /:cl: Co-authored-by: Unknownity <a>
Configuration menu - View commit details
-
Copy full SHA for 3c0c80f - Browse repository at this point
Copy the full SHA 3c0c80fView commit details -
Configuration menu - View commit details
-
Copy full SHA for c4f3cce - Browse repository at this point
Copy the full SHA c4f3cceView commit details -
Adds giant lizards to LV-624 (#6882)
# About the pull request ### **SPRITES DONE BY @SubjectD9341 (GODBLESS THEIR SOUL!!!!)** ~~still not done 100% but it's almost there. made as a draft PR so i can push myself to finish it~~ eh it's probably done adds giant lizards to LV624, which are slightly more sophisticated simplemobs with a couple of neat features: ### 1. Taming <details> <summary>Taming Summary</summary> the lizards by default will not seek to harm you, UNLESS you intrude in their personal space. they will let you know when you get to close, either by growling or attacking you if you get too close. BUT, there is a way to bypass this. by offering specific food (any type of butchered meat, xeno fruit or any snack in your MRE), they'll calm down and become friendly to you and YOUR ENTIRE FACTION. https://github.com/user-attachments/assets/ed46c1e2-639d-4eec-bc7a-22b502fd5d7c if tame, they will completely refuse to engage in combat with you and your faction. at most they will run away from you if you hurt them badly enough. why? it's because ~~i'm a bit lazy to code in a better system right now~~ they love you, and are unable to process the thought of betrayal! :D this works for ALL FACTIONS, including xenos. the only food that xenos are able to offer it are resin fruits on account of them not being to pick up anything else. if you try taking away its food (and you're not its friend) though it'll get pissed the fuck off and proceed to immediately maul you https://github.com/user-attachments/assets/3ff69173-c1c1-47bf-8857-c2179301c268 </details> ### 2. Combat <details> <summary>Combat Summary</summary> the lizards have slightly better combat AI than most simplemobs. they will try to skirmish against their opponent. every time they hit someone, there's a chance they'll try to move outside of their vision before engaging again. in addition, they will keep trying to pounce at their target in order to tear their throats out. they are not a big threat to anyone with a rifle, as you can easily mow them down https://github.com/user-attachments/assets/1d011aa1-d06b-4a1a-9920-13325f75bff8 unlike other simple mobs, **THEY WILL NOT STOP HURTING YOU UNTIL YOU STOP BREATHING.** regular simple mobs will stop attacking mobs that are not conscious, but these guys will rip you apart if you're on the ground. https://github.com/user-attachments/assets/62bb559d-3765-4dde-a0c2-d815e10ea87c if they take too much damage, they will start retreating from combat entirely, refusing to stop moving until there are no hostiles present in their view. combined, this makes them a mild threat alone, and a slightly more terrifying threat when in packs. however, they're not much of a threat to the "perfect lifeform", outside of the short stun that a pounce can inflict. it will be hard to kill them, though, as they're much faster than most xenos. https://github.com/user-attachments/assets/de331d1d-a215-44c0-b33d-e70e5452d30d </details> ### 3. Misc <details> <summary>Misc Summary</summary> this is where i list some neat features n tidbits that aren't really that big in themselves: - unlike literally every other simplemob these guys can be set on fire and will actually take damage from it - since it's a simplemob, it cannot be infected (there would be some balance implications that i don't want to get into if they could get infected) ![image](https://github.com/user-attachments/assets/6188763f-f975-43a2-badd-c69e7cc0765c) - petting it while its friendly to you will make it want to lay down and sleep - every lizard has an aggression value which gets higher whenever it takes damage. if you anger them and they start combat, and do your best at not harming them, they'll calm down and go back to minding their own business - they heal 5% of their hp per Life() tick if they're resting. this is their main way of healing, but you can use bandages to heal them up yourself if you feel like it - if there's a friendly mob on their tile and they're resting, they'll refuse to get up (they enjoy the warmth, i suppose) - this is all simplemob code and is prone to exploding 50% of the time - it can be allied to HUMANS and XENOS at the same time. additionally, it handles human factions and not humans as a whole. if survivors feed a lizard, it does not mean it'll be friendly to marines. - they will NEVER attack monkeys in order to stop them from devastating small host populations - supports player control: https://github.com/user-attachments/assets/b0781694-680d-41f4-afd4-c6196ca12b8b - more to come... </details> # Explain why it's good for the game adds a bit of life to a jungle planet that's supposedly supposed to be filled with life, alongside making for some unique interactions for both marines and xenos. # Testing Photographs and Procedure they're kinda all in the summary. it's still simplemob code and is by proxy extremely unstable and buggy but i have tried to remove most of the bugs (and i do have to say i've succeeded) </details> # Changelog :cl: VileBeggar, SubjectD9341 add: LV-624 now contains giant lizards. You can feed them with specific food items in order to make them non-hostile to your faction. code: Simple mobs can now process fire, though the functionality is turned off by default. /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for f7750b8 - Browse repository at this point
Copy the full SHA f7750b8View commit details -
Configuration menu - View commit details
-
Copy full SHA for 0d13c9e - Browse repository at this point
Copy the full SHA 0d13c9eView commit details -
Fixes character selection screen preview (#7016)
# About the pull request Fixes not seeing the preview in character selection screen <!-- 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 Fixes a bug # 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: Fixes not being able to see the preview in the character selection screen /:cl:
Configuration menu - View commit details
-
Copy full SHA for a032773 - Browse repository at this point
Copy the full SHA a032773View commit details -
Configuration menu - View commit details
-
Copy full SHA for a2ee775 - Browse repository at this point
Copy the full SHA a2ee775View commit details -
# About the pull request Allows the `ert_shuttle_big` aka boarding shuttle to spawn and dock properly. <!-- 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 Bug bad. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Master, spawning: ![image](https://github.com/user-attachments/assets/a505e63c-8bb1-4a8d-bce6-5174a398fa06) Master, docking: ![image](https://github.com/user-attachments/assets/61b1ca6a-9fb7-4c9e-8071-e40d51f4d34a) PR, ERT station: ![image](https://github.com/user-attachments/assets/2a98eca7-3c3f-4538-acd8-11e7c682b3dd) PR, Almayer port dock: ![image](https://github.com/user-attachments/assets/7d3c29d0-185f-4139-a5dd-b7f68378b599) PR, Almayer starboard dock: ![image](https://github.com/user-attachments/assets/e889322e-5e0e-4031-9ec5-9f41b021c7b5) </details> # Changelog :cl: fix: fixed ERT boarding shuttle able to spawn and dock /:cl:
Configuration menu - View commit details
-
Copy full SHA for 6ccfccc - Browse repository at this point
Copy the full SHA 6ccfcccView commit details -
Configuration menu - View commit details
-
Copy full SHA for e5aca2e - Browse repository at this point
Copy the full SHA e5aca2eView commit details -
Bursting+facehugger stats no longer count NPCs (#6978)
# About the pull request Bursting+facehugger stats no longer count NPCs # Explain why it's good for the game Right now the stats seem to be half and half on whether they count NPCs or not, it should be one way or the other. # 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: bursting+facehugger stats disregard NPCs /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 87021fc - Browse repository at this point
Copy the full SHA 87021fcView commit details -
Configuration menu - View commit details
-
Copy full SHA for 7f41ebb - Browse repository at this point
Copy the full SHA 7f41ebbView commit details -
Reverts cmss13-devs/cmss13#6903 On lowpop red alert and other actions requiring keycards can become impossible due to lack of CIC staff, along with the fact of if you are not a commander you cannot use ares to activate red alert and there will likely not be a joe # Changelog :cl: balance: Keycard swipers no longer require two unique keycards to function. fix: fixed the description text for the card swipe to reduce confusion /:cl: --------- Co-authored-by: Zonespace <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 943366b - Browse repository at this point
Copy the full SHA 943366bView commit details -
Configuration menu - View commit details
-
Copy full SHA for f96705f - Browse repository at this point
Copy the full SHA f96705fView commit details -
Using a multitool to find an APC now highlights the APC (#7020)
# About the pull request Makes the find-APC function more useful. # Explain why it's good for the game Very convenient. Lasts for 1.4 seconds (scan cooldown is 1.5 seconds) Clientside, respects darkness. You still get the 'X units in Y direction' thing ![image](https://github.com/user-attachments/assets/5049bc9d-1cf1-401a-8e4f-2a02732fc6f9) # Testing Photographs and Procedure Spawned in, tried to use multitool, saw green. Turned off lights, did not see green. Joined with second client, used multitool. Only saw it on 1 client. Left after clicking multitool, rejoined to make sure highlight is gone. (Client gets deleted when disconnecting) # Changelog :cl: add: APCs are now highlighted when found via a Multitool/Security Access Tuner. /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 116b8f0 - Browse repository at this point
Copy the full SHA 116b8f0View commit details -
Configuration menu - View commit details
-
Copy full SHA for 0c18878 - Browse repository at this point
Copy the full SHA 0c18878View commit details -
Autowiki data for xenomorph caste stats (#7019)
# About the pull request Generates autowiki templates for each caste's stats. As far as I can tell, the wiki currently displays xeno states in two places: 1. Plain text in the body of the article (e.g. [`Has 650 health, 25 armour, 400 plasma and 22 slash damage.`](https://cm-ss13.com/wiki/Boiler)) 2. The "XenoSkills" bar chart at the end of the article (e.g. https://cm-ss13.com/wiki/Boiler#Boiler_Stats) This PR enables full templatization of the plaintext stats, and optionally expanding them to include some new information (namely _speed_ and _claw strength_). The chart template uses tiers instead of numeric values, so backing it with this information would require more consideration. Notes: - Excluded castes are: Larva, Facehuggers, Hellhounds, and Predaliens - Speed is transformed to be more human-readable (e.g. Carrier goes from `-0.2` to `1.2`) # Explain why it's good for the game Less manual copying of numbers from the source code to the wiki. Optionally provides more information. # Testing Photographs and Procedure I do not know how I would go about testing my local changes on the wiki, so I have not. I have looked at the gun autowiki stuff and I do not see anything indicating that this would not work. <details> <summary>Autowiki Output</summary> ``` {"title":"Tempalte:AutoWiki/Content/XenoStats/Carrier","text":"{{Autowiki/XenoStats|Name=Carrier|Health=650|Armor=0|Plasma=500|Plasma Regeneration=3.5|Minimum Melee Damage=25|Maximum Melee Damage=35|Claw Strength=1|Evasion=0|Speed=1.2|Explosion Resistance=20}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Eggsac_Carrier","text":"{{Autowiki/XenoStats|Name=Eggsac Carrier|Health=650|Armor=0|Plasma=500|Plasma Regeneration=3.5|Minimum Melee Damage=25|Maximum Melee Damage=35|Claw Strength=1|Evasion=0|Speed=1.2|Explosion Resistance=20}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Ravager","text":"{{Autowiki/XenoStats|Name=Ravager|Health=650|Armor=25|Plasma=300|Plasma Regeneration=5|Minimum Melee Damage=45|Maximum Melee Damage=45|Claw Strength=3|Evasion=0|Speed=1|Explosion Resistance=80}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Berserker_Ravager","text":"{{Autowiki/XenoStats|Name=Berserker Ravager|Health=590|Armor=30|Plasma=0|Plasma Regeneration=5|Minimum Melee Damage=45|Maximum Melee Damage=45|Claw Strength=3|Evasion=0|Speed=1.15|Explosion Resistance=80}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Hedgehog_Ravager","text":"{{Autowiki/XenoStats|Name=Hedgehog Ravager|Health=590|Armor=30|Plasma=0|Plasma Regeneration=5|Minimum Melee Damage=35|Maximum Melee Damage=35|Claw Strength=3|Evasion=0|Speed=1.15|Explosion Resistance=80}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Praetorian","text":"{{Autowiki/XenoStats|Name=Praetorian|Health=650|Armor=25|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=40|Maximum Melee Damage=40|Claw Strength=1|Evasion=0|Speed=1.6|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Dancer_Praetorian","text":"{{Autowiki/XenoStats|Name=Dancer Praetorian|Health=650|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=40|Maximum Melee Damage=40|Claw Strength=2|Evasion=0|Speed=1.85|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Oppressor_Praetorian","text":"{{Autowiki/XenoStats|Name=Oppressor Praetorian|Health=650|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=2|Evasion=0|Speed=1.6|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Vanguard_Praetorian","text":"{{Autowiki/XenoStats|Name=Vanguard Praetorian|Health=590|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=2|Evasion=0|Speed=1.75|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Warden_Praetorian","text":"{{Autowiki/XenoStats|Name=Warden Praetorian|Health=590|Armor=20|Plasma=800|Plasma Regeneration=3|Minimum Melee Damage=20|Maximum Melee Damage=20|Claw Strength=2|Evasion=0|Speed=1.5|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Hivelord","text":"{{Autowiki/XenoStats|Name=Hivelord|Health=550|Armor=0|Plasma=1000|Plasma Regeneration=5.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=0.8|Explosion Resistance=10}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Resin_Whisperer_Hivelord","text":"{{Autowiki/XenoStats|Name=Resin Whisperer Hivelord|Health=550|Armor=0|Plasma=800|Plasma Regeneration=5.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=0.8|Explosion Resistance=10}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Defender","text":"{{Autowiki/XenoStats|Name=Defender|Health=500|Armor=35|Plasma=100|Plasma Regeneration=5|Minimum Melee Damage=25|Maximum Melee Damage=30|Claw Strength=1|Evasion=0|Speed=1.6|Explosion Resistance=70}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Steelcrest_Defender","text":"{{Autowiki/XenoStats|Name=Steelcrest Defender|Health=500|Armor=35|Plasma=100|Plasma Regeneration=5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=1.6|Explosion Resistance=70}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Warrior","text":"{{Autowiki/XenoStats|Name=Warrior|Health=500|Armor=20|Plasma=0|Plasma Regeneration=5|Minimum Melee Damage=30|Maximum Melee Damage=40|Claw Strength=2|Evasion=0|Speed=1.8|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Crusher","text":"{{Autowiki/XenoStats|Name=Crusher|Health=700|Armor=30|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=40|Maximum Melee Damage=40|Claw Strength=3|Evasion=0|Speed=0.8|Explosion Resistance=100}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Charger_Crusher","text":"{{Autowiki/XenoStats|Name=Charger Crusher|Health=780|Armor=20|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=3|Evasion=0|Speed=0.95|Explosion Resistance=100}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Runner","text":"{{Autowiki/XenoStats|Name=Runner|Health=230|Armor=0|Plasma=0|Plasma Regeneration=1|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=3|Explosion Resistance=10}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Acider_Runner","text":"{{Autowiki/XenoStats|Name=Acider Runner|Health=345|Armor=15|Plasma=0|Plasma Regeneration=1|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=2.75|Explosion Resistance=10}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Boiler","text":"{{Autowiki/XenoStats|Name=Boiler|Health=650|Armor=20|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=1|Explosion Resistance=20}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Trapper_Boiler","text":"{{Autowiki/XenoStats|Name=Trapper Boiler|Health=590|Armor=0|Plasma=400|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=0.75|Explosion Resistance=20}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Burrower","text":"{{Autowiki/XenoStats|Name=Burrower|Health=500|Armor=25|Plasma=600|Plasma Regeneration=4.5|Minimum Melee Damage=25|Maximum Melee Damage=30|Claw Strength=1|Evasion=0|Speed=1.2|Explosion Resistance=40}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Drone","text":"{{Autowiki/XenoStats|Name=Drone|Health=500|Armor=0|Plasma=1000|Plasma Regeneration=4.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=15|Speed=1.8|Explosion Resistance=0}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Gardener_Drone","text":"{{Autowiki/XenoStats|Name=Gardener Drone|Health=500|Armor=0|Plasma=1000|Plasma Regeneration=4.5|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=15|Speed=1.8|Explosion Resistance=0}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Healer_Drone","text":"{{Autowiki/XenoStats|Name=Healer Drone|Health=500|Armor=0|Plasma=1000|Plasma Regeneration=4.5|Minimum Melee Damage=15|Maximum Melee Damage=20|Claw Strength=1|Evasion=15|Speed=1.8|Explosion Resistance=0}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Lesser_Drone","text":"{{Autowiki/XenoStats|Name=Lesser Drone|Health=160|Armor=0|Plasma=300|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=20|Claw Strength=1|Evasion=10|Speed=1.6|Explosion Resistance=0}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Lurker","text":"{{Autowiki/XenoStats|Name=Lurker|Health=450|Armor=0|Plasma=400|Plasma Regeneration=4.5|Minimum Melee Damage=35|Maximum Melee Damage=35|Claw Strength=2|Evasion=0|Speed=2.4|Explosion Resistance=20}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Vampire_Lurker","text":"{{Autowiki/XenoStats|Name=Vampire Lurker|Health=390|Armor=20|Plasma=0|Plasma Regeneration=4.5|Minimum Melee Damage=30|Maximum Melee Damage=30|Claw Strength=2|Evasion=0|Speed=2.45|Explosion Resistance=20}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Sentinel","text":"{{Autowiki/XenoStats|Name=Sentinel|Health=500|Armor=0|Plasma=400|Plasma Regeneration=3|Minimum Melee Damage=20|Maximum Melee Damage=25|Claw Strength=1|Evasion=0|Speed=1.8|Explosion Resistance=10}}"} {"title":"Tempalte:AutoWiki/Content/XenoStats/Spitter","text":"{{Autowiki/XenoStats|Name=Spitter|Health=550|Armor=15|Plasma=600|Plasma Regeneration=4|Minimum Melee Damage=20|Maximum Melee Damage=30|Claw Strength=1|Evasion=0|Speed=1.4|Explosion Resistance=20}}"} {"title":"Template:Autowiki/Content/XenoStats","text":["{{Tempalte:AutoWiki/Content/XenoStats/Carrier}}","{{Tempalte:AutoWiki/Content/XenoStats/Eggsac_Carrier}}","{{Tempalte:AutoWiki/Content/XenoStats/Ravager}}","{{Tempalte:AutoWiki/Content/XenoStats/Berserker_Ravager}}","{{Tempalte:AutoWiki/Content/XenoStats/Hedgehog_Ravager}}","{{Tempalte:AutoWiki/Content/XenoStats/Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Dancer_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Oppressor_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Vanguard_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Warden_Praetorian}}","{{Tempalte:AutoWiki/Content/XenoStats/Hivelord}}","{{Tempalte:AutoWiki/Content/XenoStats/Resin_Whisperer_Hivelord}}","{{Tempalte:AutoWiki/Content/XenoStats/Defender}}","{{Tempalte:AutoWiki/Content/XenoStats/Steelcrest_Defender}}","{{Tempalte:AutoWiki/Content/XenoStats/Warrior}}","{{Tempalte:AutoWiki/Content/XenoStats/Crusher}}","{{Tempalte:AutoWiki/Content/XenoStats/Charger_Crusher}}","{{Tempalte:AutoWiki/Content/XenoStats/Runner}}","{{Tempalte:AutoWiki/Content/XenoStats/Acider_Runner}}","{{Tempalte:AutoWiki/Content/XenoStats/Boiler}}","{{Tempalte:AutoWiki/Content/XenoStats/Trapper_Boiler}}","{{Tempalte:AutoWiki/Content/XenoStats/Burrower}}","{{Tempalte:AutoWiki/Content/XenoStats/Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Gardener_Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Healer_Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Lesser_Drone}}","{{Tempalte:AutoWiki/Content/XenoStats/Lurker}}","{{Tempalte:AutoWiki/Content/XenoStats/Vampire_Lurker}}","{{Tempalte:AutoWiki/Content/XenoStats/Sentinel}}","{{Tempalte:AutoWiki/Content/XenoStats/Spitter}}"]} ``` </details> --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for b8e0706 - Browse repository at this point
Copy the full SHA b8e0706View commit details -
Updates CMO headset to be on par with other heads of staff (#7022)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Adds squad comms to the CMO, as well as engineering comms. <!-- 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 CMO, for starters, has absolutely nothing going for them. They are just a doctor with a loud voice and command comms, they have all the same comms. This is fine, however, roles that are lower than them, CE/QM, get full access to squad comms. The CMO is 5th in line for aCO, above staff officers. They should not have to ditch their headset for an SO headset from a locker the moment they become aCO. Both other Senior dept heads, the CMP and ASO both have all comms, and junior dept heads like CE and QM also both have full comms access. I also gave them engineering comms, due to the fact that CE gets med comms. I am willing to obliterate this; it doesn't fit. <!-- 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: balance: CMO now has access of squad comms. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
Configuration menu - View commit details
-
Copy full SHA for 9876603 - Browse repository at this point
Copy the full SHA 9876603View commit details -
Configuration menu - View commit details
-
Copy full SHA for 3d941e2 - Browse repository at this point
Copy the full SHA 3d941e2View commit details -
Psychic Whisper/Radiance flavour. (#6998)
# About the pull request Adds some flavour to psychic speech, made the whisper and radiance flicker around like Yautja Translator, but purple. Also added an ability button for human psychic whisper because the ESP chem doesn't always make it clear someone has been given the ability. This should help. Icon to come, maybe? # Explain why it's good for the game Bit of flavour is a good thing, and in this case draws attention to something people habitually don't notice is being used. # 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 visual flavour to use of psychic whisper or radiance. It now flickers in the chat window like the Yautja Translator. add: Added an ability button for the human version of psychic whisper, and replaces the existing verb for it in the ESP chem property. /:cl: --------- Co-authored-by: harryob <[email protected]>
Configuration menu - View commit details
-
Copy full SHA for 1ff8726 - Browse repository at this point
Copy the full SHA 1ff8726View commit details -
Configuration menu - View commit details
-
Copy full SHA for 7b120b6 - Browse repository at this point
Copy the full SHA 7b120b6View commit details
Commits on Aug 25, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 48d70ab - Browse repository at this point
Copy the full SHA 48d70abView commit details -
# About the pull request Misspelled two parts of the URL, causing the autowiki to not hit the wiki-side template. - Typo: "Tempalte" -> "Template" - De-collision: "AutoWiki" -> "Autowiki" I really hope that's everything. # Explain why it's good for the game Makes the original PR actually do something :) # 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>
Configuration menu - View commit details
-
Copy full SHA for b926d26 - Browse repository at this point
Copy the full SHA b926d26View commit details -
Fixes specialist set refunding (#7024)
# About the pull request Forgot to add one var to specialist set datums. This broke refunding specialist sets # Changelog :cl: fix: Specialists cryoing now refunds their sets correctly. /:cl:
Configuration menu - View commit details
-
Copy full SHA for 1b297a9 - Browse repository at this point
Copy the full SHA 1b297a9View commit details -
Configuration menu - View commit details
-
Copy full SHA for 63bbe1e - Browse repository at this point
Copy the full SHA 63bbe1eView commit details -
Configuration menu - View commit details
-
Copy full SHA for 962be5f - Browse repository at this point
Copy the full SHA 962be5fView commit details -
adds a system to allow for better variable overrides per gamemode
Configuration menu - View commit details
-
Copy full SHA for 7c8d250 - Browse repository at this point
Copy the full SHA 7c8d250View commit details -
Changes default verbs for staff (#7027)
# About the pull request Gives all staff announcement and remote control verbs. # Changelog :cl: admin: All staff now have Admin Announcement and Toggle Remote Control verbs. admin: Moved shuttle manipulator to minor event perms rather than admin. code: Changed rights check on Toggle Remote Control and Shuttle Manipulator to check for mod/minor event perms respectively, or debug. /:cl:
Configuration menu - View commit details
-
Copy full SHA for fad7c01 - Browse repository at this point
Copy the full SHA fad7c01View commit details -
Configuration menu - View commit details
-
Copy full SHA for 6656c35 - Browse repository at this point
Copy the full SHA 6656c35View commit details
Commits on Aug 26, 2024
-
Configuration menu - View commit details
-
Copy full SHA for dde2fc9 - Browse repository at this point
Copy the full SHA dde2fc9View commit details -
Configuration menu - View commit details
-
Copy full SHA for 844f36e - Browse repository at this point
Copy the full SHA 844f36eView commit details -
Configuration menu - View commit details
-
Copy full SHA for d02ba84 - Browse repository at this point
Copy the full SHA d02ba84View commit details -
Configuration menu - View commit details
-
Copy full SHA for 761386b - Browse repository at this point
Copy the full SHA 761386bView commit details -
Configuration menu - View commit details
-
Copy full SHA for 29b98f7 - Browse repository at this point
Copy the full SHA 29b98f7View commit details -
Configuration menu - View commit details
-
Copy full SHA for 7abcf9a - Browse repository at this point
Copy the full SHA 7abcf9aView commit details
Commits on Aug 27, 2024
-
Configuration menu - View commit details
-
Copy full SHA for 1f9348f - Browse repository at this point
Copy the full SHA 1f9348fView commit details -
Configuration menu - View commit details
-
Copy full SHA for 353ab5b - Browse repository at this point
Copy the full SHA 353ab5bView commit details
Commits on Aug 28, 2024
-
changelog is for our own commits, not importing PvP's
Configuration menu - View commit details
-
Copy full SHA for b05c360 - Browse repository at this point
Copy the full SHA b05c360View commit details -
Configuration menu - View commit details
-
Copy full SHA for 68200fa - Browse repository at this point
Copy the full SHA 68200faView commit details -
Configuration menu - View commit details
-
Copy full SHA for c037dd0 - Browse repository at this point
Copy the full SHA c037dd0View commit details -
Configuration menu - View commit details
-
Copy full SHA for 4854690 - Browse repository at this point
Copy the full SHA 4854690View commit details -
Configuration menu - View commit details
-
Copy full SHA for a440c0e - Browse repository at this point
Copy the full SHA a440c0eView commit details -
Configuration menu - View commit details
-
Copy full SHA for 2f83461 - Browse repository at this point
Copy the full SHA 2f83461View commit details -
autowiki test spawns in nullspace, but crusher init expected to be in realspace
Configuration menu - View commit details
-
Copy full SHA for 60be082 - Browse repository at this point
Copy the full SHA 60be082View commit details -
our upp sentry uses its own special icon file so have to explicitly set the icon for light subtype
Configuration menu - View commit details
-
Copy full SHA for bc2a822 - Browse repository at this point
Copy the full SHA bc2a822View commit details -
both arcs now use the same icons, make sure the PvP arc doesn't stomp over PvE arc's definitions
Configuration menu - View commit details
-
Copy full SHA for 3b8801c - Browse repository at this point
Copy the full SHA 3b8801cView commit details -
Configuration menu - View commit details
-
Copy full SHA for 3430466 - Browse repository at this point
Copy the full SHA 3430466View commit details -
Configuration menu - View commit details
-
Copy full SHA for cc21051 - Browse repository at this point
Copy the full SHA cc21051View commit details -
Configuration menu - View commit details
-
Copy full SHA for 88c4558 - Browse repository at this point
Copy the full SHA 88c4558View commit details -
Configuration menu - View commit details
-
Copy full SHA for a363e1d - Browse repository at this point
Copy the full SHA a363e1dView commit details -
Configuration menu - View commit details
-
Copy full SHA for 5b4d485 - Browse repository at this point
Copy the full SHA 5b4d485View commit details -
Configuration menu - View commit details
-
Copy full SHA for 037d5c8 - Browse repository at this point
Copy the full SHA 037d5c8View commit details -
Revert "Merge remote-tracking branch 'upstream/master' into upstream-…
…merge-8-25" This reverts commit 037d5c8.
Configuration menu - View commit details
-
Copy full SHA for 63ab155 - Browse repository at this point
Copy the full SHA 63ab155View commit details -
Configuration menu - View commit details
-
Copy full SHA for 831c8e6 - Browse repository at this point
Copy the full SHA 831c8e6View commit details -
lineart, loadout box restrictions, and mapping for new guns
Configuration menu - View commit details
-
Copy full SHA for 0754610 - Browse repository at this point
Copy the full SHA 0754610View commit details
Commits on Aug 29, 2024
-
update accidentally stomped on some mapping lints
Configuration menu - View commit details
-
Copy full SHA for 255e991 - Browse repository at this point
Copy the full SHA 255e991View commit details -
Configuration menu - View commit details
-
Copy full SHA for 32abec7 - Browse repository at this point
Copy the full SHA 32abec7View commit details -
Configuration menu - View commit details
-
Copy full SHA for 94582ee - Browse repository at this point
Copy the full SHA 94582eeView commit details -
Configuration menu - View commit details
-
Copy full SHA for 1ff1411 - Browse repository at this point
Copy the full SHA 1ff1411View commit details -
Configuration menu - View commit details
-
Copy full SHA for 93f97b7 - Browse repository at this point
Copy the full SHA 93f97b7View commit details -
should remain commented out, since we don't use SSobjectives
Configuration menu - View commit details
-
Copy full SHA for 394c5a4 - Browse repository at this point
Copy the full SHA 394c5a4View commit details -
disable m56d radius restriction
don't need to be x tiles away from next defense structure
Configuration menu - View commit details
-
Copy full SHA for 7949c3d - Browse repository at this point
Copy the full SHA 7949c3dView commit details -
Configuration menu - View commit details
-
Copy full SHA for 2e4c070 - Browse repository at this point
Copy the full SHA 2e4c070View commit details
Commits on Aug 30, 2024
-
some sound would be good but this one is obnoxious
Configuration menu - View commit details
-
Copy full SHA for e9db4c3 - Browse repository at this point
Copy the full SHA e9db4c3View commit details -
Configuration menu - View commit details
-
Copy full SHA for bd19191 - Browse repository at this point
Copy the full SHA bd19191View commit details -
Revert "Adds a grab and throw animation + sound (#6759)"
This reverts commit b89cb4d.
Configuration menu - View commit details
-
Copy full SHA for f42f626 - Browse repository at this point
Copy the full SHA f42f626View commit details
Commits on Aug 31, 2024
-
attachable dogtags don't cost any cosmetic points
Configuration menu - View commit details
-
Copy full SHA for 1fea5da - Browse repository at this point
Copy the full SHA 1fea5daView commit details -
Configuration menu - View commit details
-
Copy full SHA for 9c5d415 - Browse repository at this point
Copy the full SHA 9c5d415View commit details
Commits on Sep 4, 2024
-
no colony gen inherent failure
colony power generators don't fail over time, only if damaged or out of fuel
Configuration menu - View commit details
-
Copy full SHA for d8314b8 - Browse repository at this point
Copy the full SHA d8314b8View commit details -
observe menu section for platoon
should really key squads/platoons off of the squad datum instead of it checking the job text, but that's a PvP change to make
Configuration menu - View commit details
-
Copy full SHA for b0b3a43 - Browse repository at this point
Copy the full SHA b0b3a43View commit details -
vendors don't need supply link
allow vendor (re)stocking even without supply link port
Configuration menu - View commit details
-
Copy full SHA for 51c41eb - Browse repository at this point
Copy the full SHA 51c41ebView commit details -
Configuration menu - View commit details
-
Copy full SHA for a52b87a - Browse repository at this point
Copy the full SHA a52b87aView commit details -
upp handcuff typepath needs to be changed too
Configuration menu - View commit details
-
Copy full SHA for 3a1b93e - Browse repository at this point
Copy the full SHA 3a1b93eView commit details
Commits on Sep 8, 2024
-
Configuration menu - View commit details
-
Copy full SHA for ee8964a - Browse repository at this point
Copy the full SHA ee8964aView commit details -
Configuration menu - View commit details
-
Copy full SHA for 1331e61 - Browse repository at this point
Copy the full SHA 1331e61View commit details -
Configuration menu - View commit details
-
Copy full SHA for 672ce3f - Browse repository at this point
Copy the full SHA 672ce3fView commit details -
Configuration menu - View commit details
-
Copy full SHA for e6a81e0 - Browse repository at this point
Copy the full SHA e6a81e0View commit details
Commits on Sep 10, 2024
-
Configuration menu - View commit details
-
Copy full SHA for f5a498f - Browse repository at this point
Copy the full SHA f5a498fView commit details -
Configuration menu - View commit details
-
Copy full SHA for d5fd4e2 - Browse repository at this point
Copy the full SHA d5fd4e2View commit details -
Configuration menu - View commit details
-
Copy full SHA for ddc6a52 - Browse repository at this point
Copy the full SHA ddc6a52View commit details -
Configuration menu - View commit details
-
Copy full SHA for 44047fb - Browse repository at this point
Copy the full SHA 44047fbView commit details -
Revert "Resprites - 2/2024 Edition (#5838)"
This reverts commit ca94d2e.
Configuration menu - View commit details
-
Copy full SHA for c99f374 - Browse repository at this point
Copy the full SHA c99f374View commit details
Commits on Sep 13, 2024
-
has 10 mags again, uses correct colored bands
Configuration menu - View commit details
-
Copy full SHA for 525e7ee - Browse repository at this point
Copy the full SHA 525e7eeView commit details -
Configuration menu - View commit details
-
Copy full SHA for b74391d - Browse repository at this point
Copy the full SHA b74391dView commit details