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You can see through non-glass wide doors. #4638
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Bug
Admin events aren't bugs
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That's because the visibility checks don't seem to account properly for multitile objects. Maybe there's a way to make it so but i haven't found it... |
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… a bit (#4690) # About the pull request Allows disassembly of wide airlocks and fixes the bugs which... caused it to be disabled in the first place. Since moving multi-tile objects is a bit... inconsistent at best, unwrenching of wide airlock assemblies is disabled. Also renamed a lot of single-letter variables and added sprites to wide airlock assembly and generic solid wide airlock since for some reason I couldn't find it. And fixes #4638. # Explain why it's good for the game Inconsistent behavior bad. Unable to disassemble wide airlocks bad. Able to disassemble all airlocks good. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://media.discordapp.net/attachments/703724778825187332/1163117987943944242/wide_airlock.mp4 https://cdn.discordapp.com/attachments/703724778825187332/1163151828251324536/wide_airlock_solid_v2.mp4 </details> # Changelog :cl: MrDas fix: You can now disassemble wide airlocks. (You can't unwrench them though) spellcheck: Fixed a few typos in airlock assembly. imageadd: Added wide airlock assembly and generic solid wide airlock sprites. /:cl:
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commit 05959773fb9d71cdeee438b2270a73c168a71ff1 Author: Changelogs <[email protected]> Date: Thu Oct 19 23:26:06 2023 +0000 Automatic changelog compile [ci skip] commit a75c75f088119eba118faf704d8f6639c7a25de6 Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Date: Thu Oct 19 23:25:47 2023 +0000 Automatic changelog for PR #139 [ci skip] commit 4d3789748dc2d3278f3dde10bb312da9c1d7c58f Merge: 72fe982860 706e7d33ee Author: Не умею кодить <[email protected]> Date: Fri Oct 20 02:25:07 2023 +0300 Merge branch 'master' of https://github.com/RU-CMSS13/RU-CMSS13 commit 72fe982860ba40164487cf38e5762ffde573b462 Merge: 69e120a6ea 8b14285077 Author: Не умею кодить <[email protected]> Date: Fri Oct 20 02:16:27 2023 +0300 Merge remote-tracking branch 'upstream/master' commit 706e7d33ee1f607aeab6d1429d29c465dc097ff8 Author: Changelogs <[email protected]> Date: Thu Oct 19 23:12:13 2023 +0000 Automatic changelog compile [ci skip] commit 963c0ace4a6acadd2575f06038afe5178ba42f90 Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Date: Thu Oct 19 23:11:51 2023 +0000 Automatic changelog for PR #138 [ci skip] commit 69e120a6eaa7497313a93f1d80c43d25d087ec30 Author: Name <[email protected]> Date: Fri Oct 20 02:07:08 2023 +0300 stormtroop v fray-marines (#138) commit 9fcda7ae6c0c7d3332e8728086a6351a15810530 Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Date: Thu Oct 19 21:38:05 2023 +0000 Automatic changelog for PR #128 [ci skip] commit d105fd356529991be3b30c35ea04f007c204ada5 Author: Changelogs <[email protected]> Date: Thu Oct 19 21:38:03 2023 +0000 Automatic changelog compile [ci skip] commit ec856e82cb500c71718444e8774cbee088d941f1 Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Date: Thu Oct 19 21:37:52 2023 +0000 Automatic changelog for PR #94 [ci skip] commit 0e001e3d7649bf65084e4cdc911fc73a1a7620d8 Author: Noname995 <[email protected]> Date: Fri Oct 20 00:37:42 2023 +0300 Lore-friendly synths, cargo turrets (#128) commit e55b48511589345bb679091f9e6362b537de1664 Author: Name <[email protected]> Date: Fri Oct 20 00:37:26 2023 +0300 Динамические сквады (#94) * Динамические сквады * Update role_authority.dm * рабочая версия!!! * Update squads.dm Включаем * povisim * Update squads.dm 0 - 20 - 40 - 60 commit 96a70054f032e4532212d7c6491eb4bda8bc3594 Author: Changelogs <[email protected]> Date: Thu Oct 19 21:36:07 2023 +0000 Automatic changelog compile [ci skip] commit f75c2920f954fc233a2e777d55ad6261b855fa4b Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Date: Thu Oct 19 21:35:50 2023 +0000 Automatic changelog for PR #116 [ci skip] commit 3c522f17be317d6d2d68b0af46cf3633b0fa176f Author: кто <[email protected]> Date: Fri Oct 20 00:35:17 2023 +0300 фичи пердаторов (#116) * фичи которые рейвен попросил меня добавить * фиксы ХУДа и полировочка прицельного выстрела * кириллица в переводчик * рейвен попросил повысить шанс предатор раунда * так ладно пусть лучше так будет * анмарк панель для яутжа и стрельба в своих * больше взаимодействий с ХУД'ами * фикс спрайта пауэрбара при спавне * фикс трекинга удалённых предметов и лимит 3 предатора * возможность предам активировать личный биоскан * эх бля ревёрты( * фиксы кастера и лимита предаторов на раунд * последняя фича пердаторов (эмоционально) commit 8b14285077afeba4e394197fa253eb8d94b46c61 Author: cm13-github <[email protected]> Date: Thu Oct 19 21:55:03 2023 +0100 Automatic changelog for PR #4677 [ci skip] commit d23a25446be85d695f04a391d2cf4c9d4b8933cf Author: Vile Beggar <[email protected]> Date: Thu Oct 19 21:47:49 2023 +0200 Makes dartboards functional (#4677) # About the pull request adds basic functionality to dartboards and makes them craftable with cardboard. fixes a bug where some signs lose their icon when deconstructed. # Explain why it's good for the game the dartboard's been sitting there, looking pretty and doing nothing else for a good while. more intractability with props is always fun to see. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/17518895/4496198d-5a7d-4511-a5bf-894c4df98588 </details> # Changelog :cl: add: Dartboards are now functional and can be crafted with cardboard. fix: Fixed an issue with some deconstructed signs losing their icon. /:cl: --------- Co-authored-by: harryob <[email protected]> commit afe9ecf6020bf35e4e45748d76466f384d9933dd Author: cm13-github <[email protected]> Date: Thu Oct 19 21:40:43 2023 +0100 Automatic changelog for PR #4690 [ci skip] commit 199b6954bcaca19089526bceb81a141dad68dfbc Author: MrDas <[email protected]> Date: Thu Oct 19 21:42:12 2023 +0200 Allows deconstruction of wide airlocks and cleans up the airlock code a bit (#4690) # About the pull request Allows disassembly of wide airlocks and fixes the bugs which... caused it to be disabled in the first place. Since moving multi-tile objects is a bit... inconsistent at best, unwrenching of wide airlock assemblies is disabled. Also renamed a lot of single-letter variables and added sprites to wide airlock assembly and generic solid wide airlock since for some reason I couldn't find it. And fixes #4638. # Explain why it's good for the game Inconsistent behavior bad. Unable to disassemble wide airlocks bad. Able to disassemble all airlocks good. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://media.discordapp.net/attachments/703724778825187332/1163117987943944242/wide_airlock.mp4 https://cdn.discordapp.com/attachments/703724778825187332/1163151828251324536/wide_airlock_solid_v2.mp4 </details> # Changelog :cl: MrDas fix: You can now disassemble wide airlocks. (You can't unwrench them though) spellcheck: Fixed a few typos in airlock assembly. imageadd: Added wide airlock assembly and generic solid wide airlock sprites. /:cl: commit dba4afdf15179109b3770b18a8061f262e1708db Author: cm13-github <[email protected]> Date: Thu Oct 19 21:26:09 2023 +0100 Automatic changelog for PR #4715 [ci skip] commit ca95ec35252b118ef17d6c635e03a1ab4f93edd3 Author: Kirie Saito <[email protected]> Date: Thu Oct 19 15:40:56 2023 -0400 TL Removal (#4715) # About the pull request Removes the TL tag after an FTL is demoted from SL. # 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 FTLs being demoted from SL erroneously having the tag TL in chat. /:cl: commit 315d287446bc399710370a95b2299b356c527d20 Author: fira <[email protected]> Date: Thu Oct 19 21:40:43 2023 +0200 Fixes deleted mobs not unbuckling (#4717) # About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> This makes mobs unbuckle on deletion. Why this matters: - Leftover references as buckled_mob on the buckled object - The object cannot be used by someone else, since someone is still buckled to it - In most extreme case eg. shuttle chairs, the shuttle will pull the deleted mob out of nullspace and back to chair when traveling # Explain why it's good for the game Less bugs and less confused admins having to re-spawn an entire tank over it # Testing Photographs and Procedure Tested buckling/deleting without errors commit 5925cad99196a51230af0174325dd7d6ba1e5cf5 Author: fira <[email protected]> Date: Thu Oct 19 21:40:01 2023 +0200 Remove SSearlyruntimes (#4718) # 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. --> SSearlyruntimes and its PR were introduced to monitor runtimes that would occur before either the logging globals were ready, or in development, before the debugger was attached These have proven to be few and far between, and we now have proper TGS side server logging to address it. Keeping it only serves the sole case of local developpers runing into such issues, which is extremely rare. # Explain why it's good for the game Trimming out unneeded moving parts # Testing Photographs and Procedure Untested # Changelog No user facing changes commit daa24b7189dd914b5c9ae1f045fe7a506b38bab1 Author: cm13-github <[email protected]> Date: Thu Oct 19 20:53:37 2023 +0100 Automatic changelog for PR #4720 [ci skip] commit 15b3132b7c478d41ceb43260e5014b8ca9732fb5 Author: Drathek <[email protected]> Date: Thu Oct 19 12:39:54 2023 -0700 Fix a source of bad icon operations (#4720) # About the pull request This PR updates the stat panel examine of human mobs to use a dummy copy of the examined mob to fix runtimes related to a bad icon operation from a workaround in icon2html for humans. It is not a perfect copy to limit the upper end of cost for rendering humans, but should be fairly accurate visually and forced to face south. Initial testing seems to report 0 to 0.2 seconds per mob. This PR doesn't eliminate the possibility of an icon2html of a human, but I am unsure if its wise to just remove that workaround. Even if it was just removed for this situation, the resulting icon would be empty for the human mob. # Explain why it's good for the game Fixes an issue that can result in tens of thousands of runtimes. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/8f715e79-f4f2-48c7-b59a-1a6ec9e71d6d) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/fce430b1-9c76-42ea-ba80-447d30a99651) </details> # Changelog :cl: Drathek fix: Fixed a cause of bad icon operations /:cl: commit 1279c77fcf3a25a226fd4011fe4b5516375c7234 Author: cm13-github <[email protected]> Date: Thu Oct 19 08:22:29 2023 +0100 Automatic changelog for PR #4712 [ci skip] commit 38c18e6022a2e095b63c74ea8c8d2bc533c9a473 Author: spartanbobby <[email protected]> Date: Thu Oct 19 08:13:54 2023 +0100 Removes Stunprod from LV522 (#4712) # About the pull request Removes stunprod from LV522 Chances Claim # Explain why it's good for the game I've been getting DM'd about this stunprod for over a week and since the synth council doesn't believe a synth stunning xenos on the frontline to be combat synthing I'm just going to remove it Edit for the sake of a better explanation. Realistically this item should have never been on LV522 I had placed it before not knowing its fully power and I'll take responsibility for that no map should have an item with the power to stun every xeno on it regardless if it only has 6 charges or not # 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:SpartanBobby maptweak: Removes stunprod from LV522 /:cl: commit 89ff345ee9e1e2af617af006bf747a5f474ccf3e Author: cm13-github <[email protected]> Date: Thu Oct 19 08:11:20 2023 +0100 Automatic changelog for PR #4700 [ci skip] commit b6d25b0fac3b3fdbbf2e0883ffdbe78013d98f01 Author: Drathek <[email protected]> Date: Thu Oct 19 00:00:13 2023 -0700 Bandaid the null clients in GLOB.clients (#4700) # About the pull request Apparently we are somehow getting nulls into GLOB.clients now, and I don't know why. Stat panel is the most egregious spammer about this fact, but a rather slow subsystem will also periodically check too. # Explain why it's good for the game We don't need tens of thousands of runtimes. # 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: Drathek fix: Bandaided a problem with nulls in GLOB.clients /:cl: commit 65018570158cb92a22fba5139cf291165e95d275 Author: cm13-github <[email protected]> Date: Thu Oct 19 06:28:18 2023 +0100 Automatic changelog for PR #4621 [ci skip] commit 69aeafa1c5054f46aed762be9bb08313433c86b8 Author: IsProbablyCatto <[email protected]> Date: Thu Oct 19 06:20:09 2023 +0100 Medbelts pull from pillbottles as default (#4621) # About the pull request Changes the medical belts to pull pills from bottles by default, rather than pulling the entire bottle out. Tested as it just changes a single variable # Explain why it's good for the game Waking up and forgetting to swap your belt mode as doctor or CMO is frustrating, this fixes that. # Testing Photographs and Procedure Tested and works fine. # Changelog :cl: qol: Medbelts pull from pillbottles as default /:cl: commit a7fc9259ac67b551da07cb7d4f4f266ddeffa2d7 Author: Changelogs <[email protected]> Date: Thu Oct 19 01:08:02 2023 +0000 Automatic changelog compile [ci skip] commit 6598660de6879a490a240d36b9589801a131d6a8 Author: cm13-github <[email protected]> Date: Wed Oct 18 22:48:34 2023 +0100 Automatic changelog for PR #4701 [ci skip] commit 36f77792f82ce36a171cf1cb6a6c64871e05d568 Author: spartanbobby <[email protected]> Date: Wed Oct 18 21:23:34 2023 +0100 Almayer Maintenance, Fixes for the USS Almayers recent change(s) (#4701) # About the pull request This PR attempts to fix, inconsistencies with floortile detailing, bugs, and other issues with the USS Almayer # Explain why it's good for the game Mostly some things were missed and some detailing consistencies should be maintained # 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:SpartanBobby maptweak: fixes lack of warning stripes under doors in squad briefing areas and newly added maint doors onboard USS Almayer maptweak: fixes incorrect tiles used under window frames in new squad briefing areas onboard USS Almayer maptweak: fixes pipe sections under window frames in new squad briefing areas onboard USS Almayer maptweak: fixes pipes that lead nowhere in new squad briefing areas onboard USS Almayer maptweak: fixes button that was being hidden by light due to recent USS Almayer changes maptweak: corrects strangely laid out vent sections due to recent USS Almayer changes maptweak: makes USS Almayer Bunks consistent with the rest of the ship's shower and bathrooms maptweak: updates "Dusty Beret" prop item to now be the RMC Beret it was originally referencing (now that the RMC are ingame) /:cl: commit 5a794961516acb91cadbd1cfd0073294cca5f947 Author: Julian56 <[email protected]> Date: Wed Oct 18 21:56:31 2023 +0200 refactor skill.dm into multiple file inside skills folder (#4633) # About the pull request intend to make the code more organized. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: refactor: refactored some code /:cl: Co-authored-by: Julien <[email protected]> commit 059ccf57592e6afa1d724001707de4a75c64d834 Author: cm13-github <[email protected]> Date: Wed Oct 18 22:21:50 2023 +0100 Automatic changelog for PR #4671 [ci skip] commit 163f692f48773c390343e628393d0bf9778c9f90 Author: riot <[email protected]> Date: Wed Oct 18 14:55:13 2023 -0500 Equipped squad presets start with full stomachs (#4671) # About the pull request Makes the equipped marine presets spawn with full food # Explain why it's good for the game Equipped presets should be ready for combat on spawn(hence the equipped 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: fix: Equipped marine presets spawn with full food on spawn /:cl: commit bf7f1ef7aadca4d37cfbababa7e11f4351be3823 Author: cm13-github <[email protected]> Date: Wed Oct 18 22:03:32 2023 +0100 Automatic changelog for PR #4689 [ci skip] commit 114fe8d5dec9cb9abe290c021f8c137b1b447374 Author: fira <[email protected]> Date: Wed Oct 18 21:45:21 2023 +0200 Fixes a typo causing caps to display contained items when not worn (#4689) # 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. --> A small oopsie made it so caps still displayed contained items when they were held and not worn. This fixes that. Thanks to joooks for reporting # Explain why it's good for the game Consistency # Testing Photographs and Procedure spawn in as SO, with mgoggles, switch between hand and equipped # Changelog :cl: fix: Fixed caps displaying contained items on character even without being worn. /:cl: commit 9b655b519a1728058b3b2712971b44650f0537c5 Author: fira <[email protected]> Date: Wed Oct 18 21:41:41 2023 +0200 Fixes minor runtime in CAS Guidance system (#4705) # 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. --> Recurring runtime on live server due to lack of unregistering the signal handler ``` proc name: stack trace (/proc/stack_trace) source file: code/__HELPERS/unsorted.dm,1893 usr: CKEY (/mob/living/carbon/human) src: null usr.loc: the floor (135,75,4) (/turf/open/shuttle/dropship) call stack: stack trace("mob_resist overridden. Use ove...") /datum/cas_fire_envelope/uscm_... (/datum/cas_fire_envelope/uscm_dropship): RegisterSignal(CKEY (/mob/living/carbon/human), "mob_resist", "exit_cam_resist", 0) /datum/cas_fire_envelope/uscm_... (/datum/cas_fire_envelope/uscm_dropship): add user to tracking(CKEY (/mob/living/carbon/human)) ... ``` # Explain why it's good for the game Less runtimes in log # Testing Photographs and Procedure Untested # Changelog No user facing changes commit 586b62d1c515b948bfe9feca32fdaab7af484ef8 Author: cm13-github <[email protected]> Date: Wed Oct 18 21:38:37 2023 +0100 Automatic changelog for PR #4710 [ci skip] commit f95fcf39f87b3ce7e88bfc6992c982d6ba5cec7a Author: Vile Beggar <[email protected]> Date: Wed Oct 18 21:40:07 2023 +0200 Combines standard apparel into one button for every squad prep vendor (#4710) # 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. --> condenses the "uniform, helmet, boots..." choices into one button for every squad role, just like how the rifleman has it. ![123](https://github.com/cmss13-devs/cmss13/assets/17518895/d3953b93-71ad-4924-9361-0382c21ca52d) # Explain why it's good for the game less button clicking is good. the riflemen vendors are the only one that have this, and i don't see a reason why the other squad roles should be left in the dust # 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: All squad uniform vendors have had their standard apparel condensed into one button. /:cl: commit fb2b136eaab430c47e930afaf9fecca7aaf73434 Author: cm13-github <[email protected]> Date: Wed Oct 18 21:21:40 2023 +0100 Automatic changelog for PR #4676 [ci skip] commit e4a35d976219c5695ab4badebfa0e0d3a9016fa2 Author: BeagleGaming1 <[email protected]> Date: Wed Oct 18 15:39:30 2023 -0400 Handheld Beacon Refactor (#4676) # About the pull request Makes it much easier to add new handheld beacons and edit in-game # Explain why it's good for the game Lessens the amount of work you need to do across various files to have a functional handheld beacon # Changelog :cl: refactor: Refactored handheld beacons and related code /:cl: commit 75f2a95a40563b3081af71d2463e33b239af793a Author: cm13-github <[email protected]> Date: Wed Oct 18 21:00:01 2023 +0100 Automatic changelog for PR #4704 [ci skip] commit 219e819676d0363c6bb9610f85da3dd520d5c8d3 Author: Cark <[email protected]> Date: Wed Oct 18 12:36:05 2023 -0700 Allows MT, CT, and Nurse to take the "Bad Leg" trait. (#4704) # About the pull request This does as the title says, allowing Maintenance Techs, Cargo Techs, and Nurses to take the Bad Leg trait. # Explain why it's good for the game The reason that these roles *specifically* couldn't take this trait was due to them being "too rookie" which I think is a bit silly to say. Even if we take all three of these to be roles only new players play (they aren't, definitely not MT or CT) - the player still intentionally had to go in and take the trait and therefore is assumed to accept the traits mechanics. If they have an issue with the trait or handling it because they are new then that is an issue that can be resolved by them not taking detrimental traits. Forgive me if the cl tagging is wrong, this is not my codebase this just annoyed me enough to PR 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: qol: MT, CT, and Nurses can now take the bad leg trait. /:cl: commit b070f76115c136f5dcde54cad509c24fd0d31d01 Author: cm13-github <[email protected]> Date: Wed Oct 18 20:43:37 2023 +0100 Automatic changelog for PR #4682 [ci skip] commit 65d9e8e9d74b789b826e35506a4adb4c5b190237 Author: Julian56 <[email protected]> Date: Wed Oct 18 21:35:08 2023 +0200 Refactor ammo_datums file. (#4682) # 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. --> # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: refactor: refactor ammo_datums file. /:cl: --------- Co-authored-by: Julien <[email protected]> commit 297584d8b3b708ecd32af1c785ce270704bf1758 Author: Changelogs <[email protected]> Date: Wed Oct 18 01:08:28 2023 +0000 Automatic changelog compile [ci skip] commit 61a087dd605899f254ea5620d7354c753f5a2777 Author: cm13-github <[email protected]> Date: Tue Oct 17 22:11:08 2023 +0100 Automatic changelog for PR #4653 [ci skip] commit 41e73a5c1c8c56648f3edd8d93aba7796a259567 Author: Paul Mullen <[email protected]> Date: Tue Oct 17 22:00:33 2023 +0100 more robust fix for flyby timer issue (#4653) # About the pull request Fixes issues reported in https://github.com/cmss13-devs/cmss13/issues/4648 partially duplicates https://github.com/cmss13-devs/cmss13/pull/4649 <!-- 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 In addition to changes from #4649 refactor of code as class variable not required # 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: resolves flyby issues by refactoring update_equipment logic refactor: removes unwanted code /:cl: commit 9d67f6dd5a904733b9380048df2b5a507f438da8 Author: cm13-github <[email protected]> Date: Tue Oct 17 15:25:17 2023 +0100 Automatic changelog for PR #4437 [ci skip] commit c46e9d29cc48564fcfbf95d743bbe8422d0c11b8 Author: forest2001 <[email protected]> Date: Tue Oct 17 15:16:35 2023 +0100 Project ARES: Datacore (#4437) Moves most information from ARES Interface and APOLLO Interface to the ARES Datacore. Also reorganises the files so the two interfaces are in separate files with all their UI data. # About the pull request Centralises most of the information used by the ARES Interface and APOLLO Maintenance Console(s) into a datacore. Also reorganises the files so the two consoles are in their own individual files with all their UI data rather than having them separate from the UI data which was making it difficult to navigate. Also adds checks to everywhere I could find missing them for logging to the datacore. # Explain why it's good for the game This will help massively for future compatability and updates. # 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: Moved most data storage from ARES Interface and APOLLO consoles to a new ARES datacore datum. code: Moved the two consoles to separate files for easier navigation, and moved their respective UI data to the files. code: Ares logging procs are now global procs with integrated can_log checks, rather than requiring definition of ares_link for every use. add: Added ares_can_log checks to all the places I could find missing them. fix: Fixed missing rejection button for access tickets. del: Removed claim ticket button from Access Tickets. /:cl: commit 2d5834caec5cff2ba467f1ef33757445bda8141d Author: Changelogs <[email protected]> Date: Tue Oct 17 01:08:59 2023 +0000 Automatic changelog compile [ci skip] commit 25512256ad5148effa89ecd9b301fb41b49962c2 Author: cm13-github <[email protected]> Date: Tue Oct 17 01:09:57 2023 +0100 Automatic changelog for PR #4539 [ci skip] commit ab4a617582ce154871ed9469910467739728c33f Author: Warfan1815 <[email protected]> Date: Tue Oct 17 01:01:03 2023 +0100 Squad Briefings 2: The Briefening (#4539) # About the pull request Adds optional briefing rooms in place of long-rest bunks (moved further north and south respectively) that don't replace standard briefing. Excuse for me having to make a new PR, I fucked up the old branch so beyond repair I had to close it (next time I won't mess around with merge conflicts and just trust the hook) # Explain why it's good for the game Gives SLs a platform where they can host anything they want. As well , if command wants to brief the SLs and then have the SLs brief squads they can also do that. The old squad briefing room PR was cool, its just it was replacing instead of adding. Here I hope to satisfy both camps. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![map](https://cdn.discordapp.com/attachments/746325498896056329/1156699977750413352/2023-09-27_22.12.02.png?ex=6515ec4d&is=65149acd&hm=c3714095cc2af47b74f98730fbde3a813258ee5cac50664f7170d5fa41cb426e&) </details> :cl: mapadd: New Squad Briefings south and north of normal briefing! Feel free to use them to your heart's content. maptweak: Moved long-rest bunks further north and further south of where they were originally /:cl: commit d04fbdbc66258ab723e4fcc5130a83367a5d59aa Author: cm13-github <[email protected]> Date: Mon Oct 16 05:38:02 2023 +0100 Automatic changelog for PR #4687 [ci skip] commit 4911b13744f6a9ef187a1478138bbb453aabd761 Author: Vile Beggar <[email protected]> Date: Mon Oct 16 06:29:47 2023 +0200 Makes the Queen's psychic messages bigger (#4687) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request makes the queen's psychic messages (whisper and radiance) bigger. # Explain why it's good for the game unless you are specifically looking out for these messages, there is a really big likelihood that you're going to miss them in the heat of the moment. hopefully this should reduce such cases # 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> ![xenosmall](https://github.com/cmss13-devs/cmss13/assets/17518895/87cf78f4-af32-431f-aed9-869600844bf0) ![xenobig](https://github.com/cmss13-devs/cmss13/assets/17518895/614ef7e1-e795-4ed5-884f-7fd9543837d1) </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: qol: The Queen's psychic messages now use a bigger font and are harder to miss. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> commit 7e4a1dba7e9a87653c4fc0147272319e74036082 Author: Changelogs <[email protected]> Date: Mon Oct 16 01:09:22 2023 +0000 Automatic changelog compile [ci skip] commit 39b2b63f357aa038562dde754c63dc79b9cc11ba Author: cm13-github <[email protected]> Date: Sun Oct 15 20:34:37 2023 +0100 Automatic changelog for PR #4674 [ci skip] commit e7e86c3fa0257d080cfde44d5f85d8a233c07211 Author: Zonespace <[email protected]> Date: Sun Oct 15 12:12:05 2023 -0700 Nerfs the black market (#4674) # About the pull request - Removed several guns from the black market - Removed extended m4ra mags from black market - Removed monkeycubes from the "food" crate - The black market now requires a specialized tool (sprite by Wei) to hack. Can be found in the scanner object spawner 2.5% of the time. 9 spawners exist on the Almayer, meaning one will normally spawn every 2-3 rounds. - Removed lunge mines from black market # Explain why it's good for the game The black market is not in a good place currently. - It is completely trivial to access the black market, owing to the ease of hacking and the CL's ability to print money. This removes any chance of it being a special thing, instead turning it into an affair that occurs almost every round. - The CMB don't actually fix anything, they just encourage CTs to fuck around with the black market - Many of the things in the black market are just better than marine gear. Removing the really good weapons is the start, I will have to see if anything more is necessary. - Monkey cubes allow for effectively infinite greenoes. The black market shouldn't be significantly impacting a round, and this is directly counter to that. - Lunge mines are dumb as fuck, instantly gib humans (yes even the broken ones do that) and encourage LRP behavior. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/41448081/a5f28f12-f660-4d0d-944d-ecfba40879fc) </details> # Changelog :cl: Zonespace, Wei (sprites) balance: Removed NSG, Type71, tactical Mar-40, and Mar-50 from the black market balance: Removed Ext. M4ra mags from the black market balance: Removed monkeycubes from the black market balance: Removed lunge mines from the black market balance: You now need a modified security access tuner to access the black market, which can be found ship- and ground-side where scanners and radios can spawn. /:cl: commit dc49f4df435d1b78e6503ba25c7947b2d65084a6 Author: cm13-github <[email protected]> Date: Sun Oct 15 20:15:23 2023 +0100 Automatic changelog for PR #4644 [ci skip] commit 4b05e1d4de4426e4d5db3a011d03dc755746bb75 Author: Waseemq1235 <[email protected]> Date: Sun Oct 15 20:58:09 2023 +0200 Makes subtle messages more noticeable (Attempt no. 2) (#4644) I forgor to change something in #4384, so it didn't actually do anything. Now it does do something. My sanity is on a thin line. <!-- 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 People gotta notice those subtle messages man. Same reasoning as #4384. # Testing Photographs and Procedure I wish we could have the old PR format back <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: Makes subtle messages more noticeable. /:cl: commit 1d405a22c73896731a7dc499ca2c84fa4cdcd222 Author: fira <[email protected]> Date: Sun Oct 15 20:31:43 2023 +0200 Fixes disconnected ahelpers runtime (#4668) # 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. --> If client disconnected, due to hard del, instances get replaced by null. This still goes through the timer CALLBACK somehow (?), causing invocation of the proc with src nulled out. # Explain why it's good for the game Every time this happens are two different runtimes, one for add_verb and one for deltimer. # Testing Photographs and Procedure Untested # Changelog Internal change commit ef6154b37be62fb5a6cd9f4810dd0a20e499324b Author: cm13-github <[email protected]> Date: Sun Oct 15 19:52:07 2023 +0100 Automatic changelog for PR #4678 [ci skip] commit 99850e9e50dba04b97518924fc88d5e8d22a037e Author: fira <[email protected]> Date: Sun Oct 15 19:54:38 2023 +0200 Fixes crash in Join as Freed Mob if some had been deleted (#4678) # 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. --> Improper usage of weakrefs in ghost freed code resulted in them not being cleared on deletion + the Join as Freed Mob verb to crash if such an entry was still present. Because /mob/Destroy already clears the hard reference, there is no actual reason to use weak references at all, so i just removed all of them. # Explain why it's good for the game Feature must work! # Testing Photographs and Procedure Customary testing that Freed Mobs joining still works after fix. # Changelog :cl: fix: Fixed 'Join as Freed Mob' verb crashing if freed mobs had previously been deleted. /:cl: commit 11b5f538a08e8edb49903f4ab41d63c92cc6d844 Author: fira <[email protected]> Date: Sun Oct 15 18:46:58 2023 +0200 Fixes dummy preview for yautja bracers causing runtimes (#4673) # About the pull request Fixes a simple runtime when the bracers are viewed off a character setup dummy, and therefore, nullspaced commit 06fb75f5129dfe5654c7d3cf2cda5da4dd9641e3 Author: fira <[email protected]> Date: Sun Oct 15 18:46:15 2023 +0200 Fixed default value in cash splitting being out of bounds for tgui_input_number (#4672) `[2023-10-13 22:54:01.748] runtime error: Default value is greater than max value. (How many dollars do you want to take? (0 to 2), Take Money)` obviously a default of 20 can be out of bounds for a maximum of an arbitary positive value don't mock the poor... commit 7a8a2811eaccae0253724baa0c1879f4a41dd394 Author: cm13-github <[email protected]> Date: Sun Oct 15 19:15:57 2023 +0100 Automatic changelog for PR #4684 [ci skip] commit c0833a63058bad0535d10736983a6ce5b975c0af Author: fira <[email protected]> Date: Sun Oct 15 18:45:51 2023 +0200 Fixes Xeno Cultists always belonging to the Normal hive (#4684) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # 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. --> Turns out making a xeno cultist of a given hive completely ignores the hive and makes it as default hive, because it was passed to the wrong proc entirely. Funny huh? # Explain why it's good for the game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> Avoids mishaps during the few events using cultists, as seen recently. # Testing Photographs and Procedure Tested before/after the setting of `hivenumber` on the human, as well as possibility of receiving hivemind messages. # 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: fix: Fixed xeno cultists always being created into normal hive, irrespective of the selected hive. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> commit 74c5d65722df22630592c9d43b66e58b0863bb6e Author: fira <[email protected]> Date: Sun Oct 15 18:45:36 2023 +0200 Fixes minor runtime with null skills pushups (#4680) # 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. --> Doing push up with null skills runtimes at every iteration since pushups don't account for it I wouldn't normally bother but I came across an unreadable log spammed by zombie pushups, because our zombie players LOVE doing pushups No functional changes, no changelog, etc commit 6ba14e64d02816a257f188715c3876d768e3475a Author: fira <[email protected]> Date: Sun Oct 15 18:45:24 2023 +0200 Fixes a minor recurring runtime in origin selection (#4679) # About the pull request Harry forgot to account for indecisive people No user changes, just gets rid of a recurring runtime in live game logs commit cc7d60d3bed974bfc02053cec71b9f7caabb8cc5 Author: cm13-github <[email protected]> Date: Sun Oct 15 18:34:56 2023 +0100 Automatic changelog for PR #4681 [ci skip] commit 93cdb54da66526b93499f09b24895ca45884c57c Author: Drathek <[email protected]> Date: Sun Oct 15 09:45:11 2023 -0700 Fix join as xeno observer alert text url (#4681) # About the pull request This PR simply sets an argument for the join as xeno href that the hive surge observer action provides in chat so the href topic will actually respond to it if clicked. # Explain why it's good for the game Links to things should actually work. # 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: Drathek fix: Fixed the hive surge join as xeno observer alert text link not actually doing anything. /:cl: commit 312598c1e7e18c85f4442d9bc881a2ab41e6d412 Author: cm13-github <[email protected]> Date: Sun Oct 15 18:13:50 2023 +0100 Automatic changelog for PR #4662 [ci skip] commit 0065e57028f37054102a814e770f91cc234b2a8c Author: fira <[email protected]> Date: Sun Oct 15 18:44:56 2023 +0200 Fixes Turing Machine UI breaking down if its Smartfridge is exploded (#4662) # 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. --> Just occured on live game - turns out Research can and will explode themselves (who guessed), and the Turing UI runtimes due to a little oopsie if there is no associated storage. I didn't test if this actually broke the UI but a runtime mid ui_data makes it a safe bet # Explain why it's good for the game Freedom to explode things with controlled breakage. # Testing Photographs and Procedure Deleted the Smartfridge, pressed Turing buttons. # Changelog :cl: fix: The Turing Machine should now keep working as intended if its linked Smartfridge is blown up. /:cl: commit 4a5ee4793331d830a4b562807ecf159d6c04204c Author: cm13-github <[email protected]> Date: Sun Oct 15 17:52:43 2023 +0100 Automatic changelog for PR #4643 [ci skip] commit 955ce71aa7a600ac44a7ee7f2b9e41a017927731 Author: Twomoon <[email protected]> Date: Sun Oct 15 18:44:39 2023 +0200 adds a new haircut (#4643) # About the pull request Adds a new haircut to the game called "Aviator" # Explain why it's good for the game Adds a new marine short hair haircut ![aviator](https://github.com/cmss13-devs/cmss13/assets/45800756/f84df43a-ee3d-4260-b822-58d5d9531013) # Changelog :cl:Twomoon add: Added new haircut /:cl: commit 89d9d6987d1729099905f78f3c676bc4dc33c152 Author: cm13-github <[email protected]> Date: Sun Oct 15 17:05:20 2023 +0100 Automatic changelog for PR #4661 [ci skip] commit d5608cf89287a43d8b9c37455e0d24488e6b6868 Author: fira <[email protected]> Date: Sun Oct 15 17:57:18 2023 +0200 Fixes stacks/sheets building turfs not calling ChangeTurf (#4661) # About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> This is not only generally bad, it also breaks lighting and area gizmos. Fixes #4417 # Explain why it's good for the game Consistency, Integrity, etc # Testing Photographs and Procedure Testing protocol: building "temple floor" from runed sandstone sheets near a wall light on the almayer. Without the patch the turf goes full black. # Changelog :cl: fix: Fixed issues with turfs, notably lighting, arising when building it from a sheets stack. /:cl: commit 92ac9a6c10cc29e79e9ad0800bdc320765d50340 Author: cm13-github <[email protected]> Date: Sun Oct 15 16:12:53 2023 +0100 Automatic changelog for PR #4670 [ci skip] commit d2d38b27acbc7afaedb6d7068d4039eb120abbcc Author: riot <[email protected]> Date: Sun Oct 15 10:03:28 2023 -0500 Gives ERTs a variant of the regular medkit that isn't locked to skills in packs. (#4670) # About the pull request A bunch of ERTs are designed with having their meds in medkits, which was obviously not noticed or cared about when making !4443 so I made a variant of the regular kit that has no lock, only ERT roles(and 2 HG roles on WO) have it so its not a real balance concern. # Explain why it's good for the game Storage nesting is not an issue with normal preset loadouts like ERTs(or at all :D) as they are designed around and only have access to specific loadouts. # 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: ERTs now have a variant of the standard medkit that has no storage lock. fix: Lots of ERTs now correctly have a medkit spawning in their gear /:cl: commit 5f9c4d97f8742565bbf227e269563bf7f3ec3ea9 Author: Changelogs <[email protected]> Date: Sun Oct 15 01:12:49 2023 +0000 Automatic changelog compile [ci skip] commit 8100348430793121b90a8be369233d063d2f30ef Author: fira <[email protected]> Date: Sat Oct 14 18:48:31 2023 +0100 Fixes Disconnected Observers runtiming HUD (#4667) # 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. --> A simple runtime job... Login() to an observed mob with a disconnected observer will crash the inventory HUD proc because it has no client. # Explain why it's good for the game Less runtimes # Testing Photographs and Procedure Tested with dual client and breakpoints # Changelog Internal change only commit cf037cc34df2eb6812de4ced3a46158f46652b2e Author: cm13-github <[email protected]> Date: Sat Oct 14 20:30:16 2023 +0100 Automatic changelog for PR #4669 [ci skip] commit 242a782dce2974516caa56bf638a03f04a4261fc Author: Birdtalon <[email protected]> Date: Sat Oct 14 18:48:06 2023 +0100 Adds safety check to bioprinter for resources and already printing (#4669) # About the pull request Fixes #4338 Also adds check to see if we actually have enough metal, all safety checks were done inside the tgui, better to have them here. # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Limb printer can no longer double print or print without metal. /:cl: commit c002a9439466c2b490f4891ddbd186b28c919eb2 Author: cm13-github <[email protected]> Date: Sat Oct 14 20:15:33 2023 +0100 Automatic changelog for PR #4665 [ci skip] commit 61cb689b153ce530ba55f0a964a7f939d82a6309 Author: harryob <[email protected]> Date: Sat Oct 14 18:47:22 2023 +0100 mods can restart the server without starting the round (#4665) with the weird issues we've been accumulating lately which require a lobby restart this check is just annoying our mods and tadmins :cl: admin: administrators without R_DEBUG can now restart the server without starting the round /:cl: commit 8b326c1dddafeb65653b74e6d0268f0362f76475 Author: cm13-github <[email protected]> Date: Sat Oct 14 19:54:39 2023 +0100 Automatic changelog for PR #4663 [ci skip] commit a198920436553987bd87560762519455563ca581 Author: fira <[email protected]> Date: Sat Oct 14 18:46:54 2023 +0100 Fixes Tape Recorder failing to record when no language is given (#4663) # 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. --> The very same proc has a check on the language existing two line further up, because it's a potential use cases -- but fails to check it again and runtimes further below. # Explain why it's good for the game Bugfix # Testing Photographs and Procedure Untested # Changelog :cl: fix: Fixed Tape Recorder failing to record when no language information is present. /:cl: commit d06f53777af06143d6caefde98e41cb98f0e42df Author: Zonespace <[email protected]> Date: Sat Oct 14 10:46:08 2023 -0700 Adjusts CODEOWNERS (#4634) # About the pull request Removes Morrow from codeowners, moves the survivor file codeowner to me # Explain why it's good for the game Morrow has retired. commit 4c382f8024644dfff51ca98baa818678b65275e0 Author: cm13-github <[email protected]> Date: Sat Oct 14 19:32:08 2023 +0100 Automatic changelog for PR #4660 [ci skip] commit d2e43812453e534b800bc044e15e086173b9cd27 Author: fira <[email protected]> Date: Sat Oct 14 18:45:24 2023 +0100 Fixes Xeno Name preference requring a reconnect to apply (#4660) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # 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. --> See #4436 for an indepth description of the issue - basically Xeno name is cached on client and updating preferences won't update it without a reconnect (and the lobby screen even baits you thinking it does by displaying pref not client's) # Explain why it's good for the game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> Less confusion Fixes #4436 # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> Basic testing performed in the form of: Changing Xeno Name Launching game, observing Spawning a Xeno and possessing it And observing which xeno name is present. # 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: fix: Xeno Name preference does not require a reconnection to apply anymore. It still won't change your current Xenomorph's name however. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> commit c083797921cd5cc74f3eb5fdec6b1253f0516466 Author: cm13-github <[email protected]> Date: Sat Oct 14 19:18:25 2023 +0100 Automatic changelog for PR #4659 [ci skip] commit e358e62c8df0c52bed23f59b5348122b9e0f0fd6 Author: fira <[email protected]> Date: Sat Oct 14 18:43:51 2023 +0100 Fixes nuke explosion runtiming if a living mob was in a nullspaced container (#4659) # 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. --> As per title. I have no idea what causes this condition to begin with, live inspection didn't yield any results. # Explain why it's good for the game This might sound like an improbable case, and it is, but it actually happened last week. This caused the nuke explosion to stop and left everyone confused for the next 45 minutes the round lasted to end normally. # Testing Photographs and Procedure Untested. # Changelog :cl: fix: Fix nuke explosion getting canceled in some very rare cases. /:cl: commit cb8caaecf81488f329b2b5c805fc01c4ede0503f Author: cm13-github <[email protected]> Date: Sat Oct 14 19:03:18 2023 +0100 Automatic changelog for PR #4656 [ci skip] commit b4c26fb2d7bc139a6252820ea5d205a67c33cda2 Author: Lalipar <[email protected]> Date: Sun Oct 15 04:42:07 2023 +1100 Better functionality for fax panel (#4656) # About the pull request Better functionality for fax panel # Explain why it's good for the game Easier to keep track of faxes and fax replies # 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: Readable time for when a fax was sent in fax panel qol: Adds ckey/character name for faxes in fax panel qol: Adds fax subject to fax panel fix: Added CMB faxes to Fax Panel /:cl: commit d269f7c30183093221bb3a28326bb88739d21bc5 Author: cm13-github <[email protected]> Date: Sat Oct 14 18:48:45 2023 +0100 Automatic changelog for PR #4658 [ci skip] commit 62e3eec3e7d9eab9c377179bed1d848f1f482d93 Author: Drathek <[email protected]> Date: Sat Oct 14 10:40:25 2023 -0700 Fix double options button (#4658) # About the pull request This PR simply prevents adding another Options button on your stat panel if there already is one. Occurs if you open multiple clients, or I guess now enter from lobby. # Explain why it's good for the game We only need one options button, it just looks funny. # 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: Drathek ui: Fixed a duplicate Options button /:cl: commit 555a0a1d726e34b447596640e22176ff6f93caf9 Author: Changelogs <[email protected]> Date: Sat Oct 14 01:06:20 2023 +0000 Automatic changelog compile [ci skip] commit 9dfb4bb3fb08b1c2c02908b5d7121931b6ee3be9 Author: cm13-github <[email protected]> Date: Fri Oct 13 22:13:50 2023 +0100 Automatic changelog for PR #4655 [ci skip] commit 1c62c62ea615a68093a5083d3d38e399f8886851 Author: BeagleGaming1 <[email protected]> Date: Fri Oct 13 16:32:06 2023 -0400 M39 arm brace stock disables when dropped (#4655) # About the pull request If you got delimbed while the brace was locked, the next person to equip it gets it stuck on their hand <!-- 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…
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Testmerges
#4575: 'Adds discretionary arrests as capital crime' by nauticall at commit 3c52b35
#4437: 'Project ARES: Datacore' by realforest2001 at commit 64e7756
Description of the bug
When the wide doors are opened, you can see through one of the tiles even if the doors aren't solid.
What's the difference with what should have happened?
You should not be able to see through solid airlocks.
How do we reproduce this bug?
Issue Bingo
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