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fixes pod cryo #18
fixes pod cryo #18
Commits on Feb 11, 2024
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Commits on Feb 12, 2024
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removes dead tor code (cmss13-devs#5629)
this isn't enabled on the live server, nor would it ever be :cl: server: tor banning functionality is removed /:cl:
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Adds One ACCESSORY ONLY Slot for Helmets (cmss13-devs#5573)
# About the pull request Allows for the insertion of an extra cosmetic item in helmets that subtype the M10. # Explain why it's good for the game Adds more personalization to people who don the helmet. Change is purely cosmetic. # 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: Stakeyng qol: Lets you put an extra accessory item in your helmet. /:cl:
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Refactor the file watercloset.dm leaving toilet code in it and moving…
… the rest in their own files. (cmss13-devs#5596) # 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: refactored watercloset.dm file. /:cl: --------- Co-authored-by: Julien <[email protected]>
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Thour tiny tutorial tweaks (and a unit test) (cmss13-devs#5695)
# About the pull request <ol> <li> Commit 5014927: Makes the 'Tutorial Menu' automatically close when a tutorial is started. <ul> <li>Also adds an <code>abort_tutorial()</code> call to <code>/datum/tutorial/proc/start_tutorial()</code>, since it may have been possible to for player to get trapped in the tutorial otherwise.</li> </ul> </li> <li>Commit b10974c: Adds a <code>tutorial_id</code> to the basic Xenomorph tutorial.</li> <li>Commit 38c03c9: Edited the tutorial Xenomorph a bit so that it's always "You are Inquisitive Drone (XX-123)", as opposed to "You are Inquisitive Young/Mature/etc. Drone (XX-123)".</li> <li> Commits a595b97 + 27e38e6: Adds a basic unit test for <code>/datum/tutorial</code> subtypes to verify that they have set some basic variables. <ul> <li>Also lightly organises the <code>#include</code>s in <code>code/modules/unit_tests/_unit_tests.dm</code>.</li> </ul> </li> </ol> # Explain why it's good for the game Just a couple of things I noticed while exploring tutorial code. The third commit is maybe a bit subjective, but I personally think it makes the tutorials seem like more of a separate game state, if that makes sense. # 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: Made the Tutorial Menu automatically close when a tutorial is started. code: Made the tutorial Xenomorph not inherit the user's 'age' prefix. code: Added a basic unit test for tutorials. /:cl:
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Commits on Feb 13, 2024
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Revive Lesser Drone and Facehugger temporary communication restrictio…
…ns (cmss13-devs#5688) # About the pull request This PR revives and expands cmss13-devs#5352. By expand I mean that in addition to a 3 minute restriction for say and hivemind speak, custom emotes and pointing are also restricted during the 3 minute window. Past that I did some additional refactoring. # Explain why it's good for the game As a ghost role, this acts as a measure to mechanically limit the communication of meta info to other members in the hive. For now the restriction is only 3 minutes. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/fd64c2f4-9142-4fe1-9953-b29c480c17ee) </details> # Changelog :cl: Zonespace Drathek balance: Lesser drones and Facehuggers cannot speak, custom emote, or point for 3 minutes after spawning /:cl: --------- Co-authored-by: John Doe <[email protected]>
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Fixes crates layering under the fulton recovery system (cmss13-devs#5673
) # About the pull request Fixes crates and some other fultonable objects being on a layer below the dropship's fulton recovery system. This was happening because crates (any closet subtypes really) are on `BELOW_OBJ_LAYER`, and dropship equipment is on `ABOVE_OBJ_LAYER`. Changing the layer of `/obj/structure/dropship_equipment` to something lower would probably work, but I felt the safest solution would be to just set the equipment's `plane` to whatever the attach point has. This has no effect on the outside attachment points, but fixes the layering issue since the inside ones are on `FLOOR_PLANE`. I should also mention that the actual fix is in the first commit (b8e4495) and is only one line. All the rest of this is just because the `install_equipment()` proc was a bit confusing as it was. # Explain why it's good for the game Unless I've missed something in git blame, this has probably been a bug for 4+ years. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/77d8e10c-6354-4902-a1c1-982a69709612) **After:** (Also a regular crate too) ![dreamseeker_htRSczUHZh](https://github.com/cmss13-devs/cmss13/assets/57483089/a7a93420-c7c0-4203-b4df-c3f3415cc98c) ![dreamseeker_yV0pi23XYY](https://github.com/cmss13-devs/cmss13/assets/57483089/8e4155ee-5b5e-437a-9cde-788755cc164a) **Verifying that other hardpoints aren't affected:** ![ds](https://github.com/cmss13-devs/cmss13/assets/57483089/1e67da09-910a-452e-ba26-27df763d0a31) </details> # Changelog :cl: fix: Fixed crates and similar objects layering below the dropship's fulton recovery system. /:cl:
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Commits on Feb 14, 2024
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fixes drop pouch not being given to vendors and makes it scale the sa…
…me as base webbing (cmss13-devs#5706) # About the pull request makes the droppouch scale with pop, fixes it from being constantly 0 # Explain why it's good for the game bugfix, old value was 0.75 which meant squad vendors were not receiving any. makes it scale like the webbing as requested by drathek # 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: Drop pouch now scales the same as normal webbing /:cl: --------- Co-authored-by: InsaneRed <[email protected]>
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Changelog icon size fix (tgfont updates port) (cmss13-devs#5708)
# About the pull request Ports tgstation/tgstation#71808 and tgstation/tgstation#69786 from TG. The first PR fixes an issue where some changelog icons (specifically those for `soundadd`, `sounddel`, `imageadd`, and `imagedel`) appeared a lot smaller than others. (See images below) The second PR adds a VSCode task to rebuild tgfont and copy the result to `tgui\packages\tgfont\static` automatically, rather than having to run `yarn tgfont:build` and copy them there yourself. This task is already mentioned in [tgui\packages\tgfont\README_ICON_TUTORIAL.txt](https://github.com/cmss13-devs/cmss13/blob/41a39b96009f3d97206fd63416a2fb5a47c89525/tgui/packages/tgfont/README_ICON_TUTORIAL.txt#L7), so I'm guessing it was just missed when the rest was ported over. # Explain why it's good for the game Fixes a bug, and makes it easier to add new font icons in the future. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/cdb85eeb-03a9-4768-863d-354f3599c3a1) **After:** ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/9c360b58-818e-46cd-b2dd-ff764f53eb7b) </details> # Changelog :cl: fix: Fixed some changelog icons being smaller than others. /:cl:
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Bipod now gives you an option to switch to full auto when deploying (c…
…mss13-devs#5638) # About the pull request Attaching the bipod to weapons with full auto capability or firearms marked with the GUN_SUPPORT_PLATFORM flag will give the user a button toggle to immediately switch to full auto when deploying the bipod. ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/cea29ccc-5761-4a7b-99bd-cbdd035bc52b) If the full auto switch is turned on, the weapon will simply switch to full auto when the bipod is deployed. If you undeploy it, it will switch back to whatever previous firemode the weapon was in, e.g: 1. You set your pulse rifle to semi auto. 2. You deploy the bipod. 3. The pulse rifle is set to full auto. 4. You undeploy the bipod. 5. The pulse rifle will switch back to semi auto. In cases where you switch the weapon's firemode when it's already switched to full auto, it won't revert back to whatever firemode was set before it was deployed, e.g: 1. You set your pulse rifle to semi auto. 2. You deploy the bipod. 3. The pulse rifle is set to full auto. 4. You set your pulse rifle to burst fire. 5. You undeploy the bipod. 6. The pulse rifle will stay on burst fire. Also renames a couple of one letter variables. # Explain why it's good for the game Quality of life. Less messing around with firemode selectors which is a terrible headache, especially for the HPR, which you usually want to have on full auto 90% of the time. Those who want to stick with the old way don't have to change anything, as the full auto switch is entirely optional. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/17518895/35bcc6e7-947d-4f82-971f-ac22b723537b </details> # Changelog :cl: qol: Attaching the bipod to weapons that have full auto (HPR included) will give you a button toggle for immediately switching to full auto when deploying the bipod. /:cl:
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Changes LV-624 tfort's landing floodlights to colony floodlights (cms…
…s13-devs#5694) # About the pull request This PR changes the landing floodlights found at LV-624's tfort to the colony floodlight variant. # Explain why it's good for the game This is not going to be popular, but please read the reasoning: LV-624 is the _only_ map that uses the "landing floodlight" variant outside of the actual landing zones (namely, at tfort) - these floodlights are unslashable, unmeltable, and unmoveable without any visual indicator (that is, they are not near LZs indicating their game-critical importance). This PR changes these landing floodlights to colony floodlight variants. - **Why colony floodlights:** Colony floodlights are the exact same floodlights that you can find around this map (even southeast of tfort itself): these ones cannot be melted (ever), and they cannot be slashed until they were turned on, after which they are still not despawned, just a comtech has to fix them. - **Why not regular floodlights:** Regular floodlights can be slashed. Every LV-624 round would start with xenos slashing/melting them immediately and marines would lose their light source on tfort. I feel the pain of every hivelord/drone who ever had to build around these light sources, but they have a strategic reasoning to be there. - **Is this a marine nerf:** Yes and no. Yes, they no longer have infinite, undestroyable-by-xenos floodlights at tfort and they actually have to set up power to have light here. No, because 1) marines usually CAS/OB tfort immediately, removing everything, and 2) colony floodlights have 150 health as opposed to the landing lights's 100, so they are slightly more resistant to marine fuckery. - **Why is this good apart from map unification:** It gives marines one more reason to properly fortify tfort: they have to protect their light sources. (Also, maybe stop OBing/CASing a strategically good place :P) # Testing Photographs and Procedure Tfort lights: <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6856fa49-aecd-4804-b0d4-342eb13b92e6) </details> # Changelog :cl: maptweak: LV-624 tfort's floodlights are now colony floodlights. /:cl:
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Commits on Feb 15, 2024
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handle permanent and sticky bans in database (cmss13-devs#5628)
a long time coming :cl: admin: permanent and sticky bans are now handled in game, instead of being managed externally /:cl:
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Added two new beacons, a mug and a suicide pill to the CLs briefcase (c…
…mss13-devs#5627) # About the pull request Added a cyanide pill to the CLs briefcase when the MPs are breaking down your door and you don't want to rot in jail for growing a xeno hive in their backyard. Added a Weyland-Yutani coffee mug to the CLs briefcase for more BRAND ADVERTISING! Added two new beacons for the CLs briefcase. ### **First** Bodyguard Beacon. Send a message to PMC Dispatch and request a single Corporate Security Officer for any of your emergency needs. ### **Second** Lawyer Beacon. Got a CO that broke the contract he signed seconds before? Got a survivor who spoke to the CC and broke his NDA? Corporate Affairs presents you with a beacon, aiming to solve all your contract and Corporate needs with a specialised duo of expert Lawyers! # Explain why it's good for the game Taking inspiration from this forum post on ideas guys, I found some very interesting ideas and decided to put the peoples thoughts in a PR. https://forum.cm-ss13.com/t/cl-briefcase-and-what-items-you-want-to-see/6268 The cyanide pill can be used if in a pickle and the USCM is on your ass for some ML violation. Or some sort of W-Y suicide pact if you have more loyalists to your cause. The coffee mug is a nice souvenir, why not you know. It's there in the code, make it have some use. ### **The Big Ones** The two beacons, maybe some people have issues with this one. The bodyguard and lawyer one BOTH cost 50 points each (the max) as to not be abused and bought every minute. Let me begin with saying, these work like the CMB/PMC Beacons the Marshal/Goon Professor have, meaning they need **ADMIN PERMISSION TO BE SENT.** If an admin decides to allow either one of these beacons then the first one has a single Corporate Security Officer, incase the CL is threatened and the MPs are inactive, or when there's a person breaking in the CLs office, or any other scenarios which the Executive would need Company protection. A SINGLE Corporate Goon I feel will not impact the round as much or cause any extra havoc. Secondly, the two man Lawyer team which spawn with notepads, pens, clipboards, tape recorders, the lead lawyer with a secure briefcase and 1000 cash counterfit. They have no guns, no bodyguards, they are basically a slightly better version of the CL, or slightly worse. And it can increase the RP? Maybe make the CO return from deployment? Harrass the Captain long enough so he orders your arrest? Who knows, we'll find out. # Changelog :cl: add: Added two new beacons for the CL, Lawyer and Bodyguard. add: Added an Executive Specialist and Executive Supervisor Lawyer preset. add: Added a cyanide pill in the CLs briefcase for an easy way out. add: Added a Wey-Yu Coffee Mug in the CLs briefcase as a souvenir sale. /:cl: --------- Co-authored-by: Jeff Watchson <[email protected]>
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[s] Fix Tutorials (cmss13-devs#5718)
# About the pull request This PR fixes several issues with tutorials: - Tutorial path was not guarded - Xenomorph tutorial allowed evolution/de-evolution. For evolution this just caused runtimes. De-evolution would ghostize you weirdly (couldn't get sent to lobby). - Ghosting when in a tutorial would throw a runtime because the observer Login would resume its call when a signal had already transferred the client to a newplayer mob. # Explain why it's good for the game Less runtimes and ⭐ funkyness ⭐ e.g. ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/0667d66e-9531-49fb-8b96-f0dd82598473) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/6617bc3a-a397-4cd3-9702-89b775b8cf30) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/02f8fab1-5650-4b9b-baa3-fa3d704b6ada) </details> # Changelog :cl: Drathek fix: Fixed xeno tutorial allowing evolution/de-evolution fix: Fixed some runtimes with tutorials /:cl:
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reduces effects of impact ammo with range, proof of concept numbers c…
…an be adjusted (cmss13-devs#5552) # About the pull request attempt to adress the issue with offscreen stun rather then removing scope . NUMBERS ARE UP FOR DEBATE, they are just placeholders # Explain why it's good for the game offscreen stun sucks shure, but that is not a reason to limit gameplay options, high impact should have lower effect with higer range just like it does with revolvers (a bit diferent aproach in this PR rather then having suden drop in effect it is gradual) also it has almoust no effect on close range spec reducing the effects by about 1/10 for stuff on screen # 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: m4ra ammo looses about 1/5 of initial effect duration per 10 tiles traveled /:cl: --------- Co-authored-by: vincibrv <[email protected]>
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[s] Fix Sleeper Chemicals (cmss13-devs#5717)
# About the pull request This PR adds a safety check to the sleeper console. # Explain why it's good for the game It just takes a little ⭐ imagination ⭐ to know why its good. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c7dc7676-2321-49f3-b600-466674709c22) </details> # Changelog No player facing changes.
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Xeno strains refactor (cmss13-devs#5542)
# About the pull request Refactors xeno strains by taking out the old `/datum/xeno_mutator`/`/datum/mutator_set` system and replacing it with a new `datum/xeno_strain`, since as far as I'm aware mutators haven't been touched in almost 5 years. As a side note, the DMI changes are from me deleting the icon states of the unused 'Tremor' Burrower strain, since I figured it fit within the bounds of the PR. (The strain's sprites are identical to that of the base caste.) # Explain why it's good for the game The new datum should be a lot more streamlined than the old system, and require much less boilerplate when making a new strain. Ideally this could even replace `/datum/behavior_delagate` with signal handlers in the future, although a few more refactors would be required before that's possible. # 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 xeno strains. add: Added a keybind setting to open the 'Purchase Strain' window. (Also renamed the macro) /:cl:
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Fixes "Unbound" keybind slots sometimes not being removed (cmss13-dev…
…s#5720) # About the pull request Fixes keybinds sometimes getting 'Unbound' slots permanently stuck to them. This was caused by the `"clear_keybind"` act code adding the keybind to the `"Unbound"` list for every key assigned to the keybind, rather than just once. (I can't really explain this very well but there's an example video below) # Explain why it's good for the game It doesn't actually change the keybind's behaviour at all, but it's a bit weird to have an extra unremovable "Unbound" slot on some keybinds. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** https://github.com/cmss13-devs/cmss13/assets/57483089/73d9749b-239a-48b4-b85b-fb03219b370e **After:** https://github.com/cmss13-devs/cmss13/assets/57483089/7a33b93e-a776-49ef-a81c-0c4be87c9d7f </details> # Changelog :cl: fix: Fixed the 'Clear' button not resetting the number of keybind assignment slots. (Keybinds menu) /:cl:
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Commits on Feb 16, 2024
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XM4 Armor Integral Motion Detector (cmss13-devs#5586)
# About the pull request Adds a motion detector action to the XM4 Intelligence Officer (IO) Armor. <!-- 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 1. Currently there is no difference between the standard M4 "RTO" armor and the XM4 IO armor. The integral motion detector makes the X for "Experimental" meaningful. 2. The XM4 currently goes _mostly_ unused by IOs, this would change that. 3. The Motion Detector is already an essential item for IOs, this change distinguishes it from the other armor choices in game and adds a uniqueness to their piece of kit. 4. I envision the XM4 as the "safety" choice for IOs: it has extra storage, slower, and (with this feature) includes a Motion Detector to improve situational awareness. The other common choices for IOs are the Service Jacket I.E. the "speed" choice, and the M3-L armor a "middle ground" option. 5. This should not have any meaningful impact on balance vs. skirmishers as the Motion Detector is already an essential item for IOs. 6. Keep in mind the XM4 is only attainable by IOs and ~cannot be worn or purchased by anyone else.~ NOTE: This is my first "major" feature. I am open to suggestions, including "balance" related stuff. # Testing Photographs and Procedure https://github.com/cmss13-devs/cmss13/assets/32654903/445352b4-bfec-460f-95d8-2eadea27b953 Edit: Tested to confirm that the MD turns off upon user death. ✔️ # Changelog :cl: NervanCatos add: Adds integral Motion Detector to XM4 IO Armor balance: Uniform utility accessories (I.E. Webbing) no longer can be equipped while the XM4 is worn. Armor slots increased to 5 to compensate. /:cl: --------- Co-authored-by: Drathek <[email protected]>
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Increases RMCs/TWE's Rifles ROF (cmss13-devs#5684)
# About the pull request Increases the ROF of the RMC's rifles to be comparable to the M41As. # Explain why it's good for the game The RMC's guns are simply non-viable by ERT standards let alone Marine standards. Their ROF is too low to be an effective damage dealer in combat. This, combined with the low amount of ammo RMC's get, often leads to RMC's ditching their unique guns for a M41A. The only advantage of the guns is they don't inhibit movement speed, but I do not believe this is sufficient of a boon to justify the terrible ROF. Furthermore, ERT guns are generally slightly better, or far superior, to USCM weapons due to their limited nature and the small numbers of spawns that are present. Ergo, this buff is not egregious compared to UPP, PMC or other ERT spawns. Furthermore, the RMC are described as a tech advance, if small, commando force, it is justifiable that elite commandos get access to slightly better guns than the rank and file. # 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: Royal Marine Commando's firearms now have a higher rate of fire, comparable to the M41A. /:cl: Co-authored-by: Steelpoint <[email protected]>
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Fix bug with RestrictedInput TGUI component (cmss13-devs#5651)
# 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. --> Should fix bug in restricted input TGUI component. The number was being clamped on every input, which meant that applying a number of 30 into a range of 19-90, 3 would be bounded to 19 and then the 0 would make the value 190, being bounded to 90. This change performs the check on blur. # Explain why it's good for the game Fixes cmss13-devs#5610 # 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: rework logic of restrictedinput component to reduce checks /:cl:
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Commits on Feb 17, 2024
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Vamp lurker Tweaks (cmss13-devs#5625)
# About the pull request -Using Tail stab on the same tile a enemey is standing will automatically target tailstab to the enemy. -Sprite clicking and enemy with Tail stab now provides a Bonus 15 Dmg # Explain why it's good for the game after the reversal of the vamp lurker rework it was left in a very weak state . only a handfull of players being able to play it decently. this PR aims to make it a little easier for players to use vamp lurker. # 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: Tail Jab will now target enemies on the same tile it was targeted. balance: Aiming Tail Jab directly on a target will do an additional 15 damage /:cl: --------- Co-authored-by: Drathek <[email protected]>
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Update to some ultra ancient sprites (cmss13-devs#5678)
# About the pull request This pr aims to update/correct sprites that look like this: <details> <summary>Example</summary> ![StrongDMM_j51KDPeYYU](https://github.com/cmss13-devs/cmss13/assets/100090741/4a51a9ef-51f9-4b51-a5aa-9e71181fec45) ![StrongDMM_8kBEwLWHKn](https://github.com/cmss13-devs/cmss13/assets/100090741/1feb4173-3c17-4a6a-8926-5f9a99604949) ![StrongDMM_vCmcme098x](https://github.com/cmss13-devs/cmss13/assets/100090741/e564aaba-21fc-41e8-8c23-abc73beebc8f) ![StrongDMM_YcpXSx2Csu](https://github.com/cmss13-devs/cmss13/assets/100090741/f00c21a9-5775-4478-abda-a86607bcea1c) ![StrongDMM_x8ze6bT0Ye](https://github.com/cmss13-devs/cmss13/assets/100090741/91c03c51-6958-4f03-ba8e-37aac0a5cdb7) ![StrongDMM_PkvyE8FMPW](https://github.com/cmss13-devs/cmss13/assets/100090741/abfc033d-430b-44f0-bb55-320ebd0cc096) ![StrongDMM_mjvY3r7nMT](https://github.com/cmss13-devs/cmss13/assets/100090741/4fa7290d-6362-439a-9e0f-7da242758ad0) ![StrongDMM_WoHe9doCda](https://github.com/cmss13-devs/cmss13/assets/100090741/b7838fe8-9dbe-451f-9230-afc98e03513c) ![StrongDMM_xWgkCF5uC3](https://github.com/cmss13-devs/cmss13/assets/100090741/a58c9662-ef1f-4eb3-b529-3dd1df798afa) ![StrongDMM_IFnTgcGcUY](https://github.com/cmss13-devs/cmss13/assets/100090741/7278c2ff-0ec4-4a70-9038-269b27802c6e) ![StrongDMM_OlOJTtvvhL](https://github.com/cmss13-devs/cmss13/assets/100090741/917579ae-71e8-4d8d-a4e3-5b6b1e309c38) ![dreammaker_MVtobf4dvv](https://github.com/cmss13-devs/cmss13/assets/100090741/890865de-cc7d-4261-8223-9cdf268816ad) </details> Such sprites are very very old, pre cm era most of them, some of which weren't updated for 12+ years. Most of updated sprites were taken from TGMC, others from Baystation, Aurora and TG, all credits to them, remaining sprites were made by me. To see full list of what i've updated, see icondiffbot changes. # Explain why it's good for the game Less fossilized stuff. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![StrongDMM_u5OswblCBx](https://github.com/cmss13-devs/cmss13/assets/100090741/56d9b6f9-22cb-47aa-8ec5-ad06cafb5128) ![StrongDMM_1UHx0NK8Q6](https://github.com/cmss13-devs/cmss13/assets/100090741/3803e93f-1000-4e05-ac2e-64594e194d54) ![StrongDMM_rbth5mZSWJ](https://github.com/cmss13-devs/cmss13/assets/100090741/2031f71a-7f0b-4d36-92a4-3089967462a4) ![StrongDMM_Mp66s8sWGx](https://github.com/cmss13-devs/cmss13/assets/100090741/624be972-b18f-42f1-a673-9c73ff60a6dd) ![StrongDMM_ceEEajlHNZ](https://github.com/cmss13-devs/cmss13/assets/100090741/03a77174-bf17-4141-91cd-5375daa5dcba) ![StrongDMM_uIVfaqHsGd](https://github.com/cmss13-devs/cmss13/assets/100090741/ff25fd55-ca51-45a3-85a0-c367615604e0) ![StrongDMM_FikQODdmRy](https://github.com/cmss13-devs/cmss13/assets/100090741/0e38c266-4fdf-4835-b658-08919a3e2819) ![StrongDMM_hH03QCpTJR](https://github.com/cmss13-devs/cmss13/assets/100090741/3fd8c52c-3310-4731-9ee0-84b7be0ac2b5) ![StrongDMM_U3Jb51Gcs0](https://github.com/cmss13-devs/cmss13/assets/100090741/357a3172-4c30-499b-9ad3-60baa790ffc8) ![StrongDMM_wczgnQ89oE](https://github.com/cmss13-devs/cmss13/assets/100090741/9c87d2d0-3e6c-460f-9640-a95d16177df5) ![StrongDMM_M09Y0daC8u](https://github.com/cmss13-devs/cmss13/assets/100090741/fd36dc8c-d521-465a-861b-f983c67c6b1e) ![dreammaker_MmtlKcPWIk](https://github.com/cmss13-devs/cmss13/assets/100090741/82561ae6-2de5-4ec2-bd6d-e7987cf01935) </details> # Changelog :cl: imageadd: updated many old/legacy sprites /:cl:
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Commits on Feb 19, 2024
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Reactor changes (cmss13-devs#5657)
# About the pull request Updates reactors, fuel cells, fuel cell recyclers, and a proc that got in the way plus reactor sprites attempt 2 Reactor sprites originally from Cosmic-Overlord/TerraGov-Marine-Corps#227, modified by me # Explain why it's good for the game Adding more complexity and content to reactors makes them more than just a set piece that gets set up and ignored # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> I didnt test it </details> # Changelog :cl: balance: Xenos can slash reactors balance: Reactors that are damaged will still run until reaching weld damage or being manually de-activated balance: Reactors that are damaged will lose fuel (when applicable) and fail more often when fuel runs out, new cells need to be used to reset the fail rate balance: Reactors can be damaged by bullets or explosions code: Updated Power all ship reactors admin button code imageadd: Updated reactor sprites maptweak: Minor changes to reactors and surrounding areas /:cl:
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adding the ability for SG to buy the VP78 and the SU6 (cmss13-devs#5701)
# About the pull request adding the ability for SG to buy the VP78 and the SU6 <!-- 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 it's clear that SG is suppose to have the option to have a sidearm so i am giving him the ability to by the VP78 and the SU6 # 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: add the ability for SG to buy an VP78 or an SU-6 each for 15 points. /:cl: Co-authored-by: Julien <[email protected]>
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Add inrange check to removing vehicle parts (cmss13-devs#5734)
# About the pull request Closes cmss13-devs#5731 # Explain why it's good for the game Bugs are bad # Changelog :cl: fix: You can no longer remove vehicle parts from a vehicle at a distance /:cl:
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Xeno strains unit test (cmss13-devs#5725)
# About the pull request Adds a unit test for xeno strains. I could have included this in cmss13-devs#5542, but I thought it would be better in its own PR in order to keep the checks and everything separate. The removed sprites for the Trapper, Charger, Gardener, and Watcher strains are (as far as I'm able to tell) completely identical to that of the base caste, and are only there in order to make the old system work properly. Currently, this includes the following tests: - Checking that the `caste_type` variable on each `/mob/living/carbon/xenomorph` subtype has a corresponding entry in `GLOB.xeno_datum_list`. (Not really strain related but I figured no harm in including it) - Checking that each `/datum/xeno_strain` subtype has its own `name` and `description`. - Making sure that each strain's `actions_to_add` and `actions_to_remove` lists are added and removed from the xeno properly. (Taking into account any which are re-added.) - Making sure that the strain's `behavior_delegate_type` is successfully added to the xeno. - If the strain doesn't have an `icon_state_prefix`, going through the xeno's `icon` file and double checking that there aren't strain sprites in there (That is, sprites beginning with the strain's name). If there are any, then `icon_state_prefix` should probably be set to use them. - If the strain *does* have an `icon_state_prefix`, making sure that the xeno's sprite actually got changed to the strain version. # Explain why it's good for the game More unit tests! (woo) # 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: Added a unit test for xeno strains. /:cl:
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Update Guns Lineart and Autowiki Handling of Base Types (cmss13-devs#…
…5729) # About the pull request This PR is a follow up to cmss13-devs#5631 and does several things related to gun icons: - Autowiki now skips mags and guns with no icon_staste set (I did the same for attachments, but none are in this scenario) - Gun lineart now has the no_name sprite as the first sprite so it is used again as the default sprite when no lineart exists - Various gun linearts have been duplicated for sub types that are basically the same icon. - The testing for missing linearts has been fixed to check icon_state instead of base_gun_icon because only a couple guns even assigned base_gun_icon before Initialize - The testing for missing linearts now skips `GUN_UNUSUAL_DESIGN` since they can't be inspected - The unit_test for spritesheets now enforces css requirements. See https://www.w3.org/TR/CSS2/syndata.html#value-def-identifier - The 88m4 has been renamed to _88m4 to comply with css requirements. - Removed the two cases where a base_gun_icon was set in the definition (that would just get reset in Initialize) - Since many guns are now missing sprites in the missing lineart test, the testing error is downgraded to only a debug log until they can all have an exception set or the icons set. Currently all the missing sprites are below: <details> <summary>Missing Sprites in icons/obj/items/weapons/guns/lineart.dmi</summary> - /obj/item/weapon/gun/pistol/np92, icon_state="np92" - /obj/item/weapon/gun/pistol/np92/suppressed, icon_state="npz92" - /obj/item/weapon/gun/pistol/np92/suppressed/tranq, icon_state="npz92" - /obj/item/weapon/gun/pistol/t73, icon_state="tt" - /obj/item/weapon/gun/pistol/t73/leader, icon_state="ttb" - /obj/item/weapon/gun/pistol/clfpistol, icon_state="m43" - /obj/item/weapon/gun/pistol/es4, icon_state="es4" - /obj/item/weapon/gun/energy/rxfm5_eva, icon_state="rxfm5_eva" - /obj/item/weapon/gun/launcher/rocket/anti_tank, icon_state="m83a2" - /obj/item/weapon/gun/launcher/rocket/anti_tank/disposable, icon_state="m83a2" - /obj/item/weapon/gun/launcher/rocket/upp, icon_state="hjra12" - /obj/item/weapon/gun/rifle/m41a/elite/xm40, icon_state="m40sd" - /obj/item/weapon/gun/rifle/m41a/elite/xm40/ap, icon_state="m40sd" - /obj/item/weapon/gun/rifle/nsg23, icon_state="nsg23" - /obj/item/weapon/gun/rifle/nsg23/stripped, icon_state="nsg23" - /obj/item/weapon/gun/rifle/nsg23/no_lock, icon_state="nsg23" - /obj/item/weapon/gun/rifle/nsg23/no_lock/stripped, icon_state="nsg23" - /obj/item/weapon/gun/rifle/mar40/lmg, icon_state="mar50" - /obj/item/weapon/gun/rifle/mar40/lmg/tactical, icon_state="mar50" - /obj/item/weapon/gun/rifle/xm177, icon_state="xm177" - /obj/item/weapon/gun/rifle/xm177/dutch, icon_state="xm177" - /obj/item/weapon/gun/rifle/ar10, icon_state="ar10" - /obj/item/weapon/gun/rifle/m4ra, icon_state="m4ra" - /obj/item/weapon/gun/rifle/m4ra/training, icon_state="m4ra" - /obj/item/weapon/gun/rifle/l42a/abr40, icon_state="abr40" - /obj/item/weapon/gun/rifle/l42a/abr40/tactical, icon_state="abr40_tac" - /obj/item/weapon/gun/rifle/rmc_f90, icon_state="aug" - /obj/item/weapon/gun/rifle/rmc_f90/a_grip, icon_state="aug_com" - /obj/item/weapon/gun/rifle/rmc_f90/scope, icon_state="aug_dmr" - /obj/item/weapon/gun/rifle/rmc_f90/shotgun, icon_state="aug_mkey" - /obj/item/weapon/gun/rifle/m4ra_custom, icon_state="m4ra_custom" - /obj/item/weapon/gun/rifle/sniper/XM43E1, icon_state="xm43e1" - /obj/item/weapon/gun/rifle/sniper/svd, icon_state="type88" - /obj/item/weapon/gun/boltaction, icon_state="boltaction" - /obj/item/weapon/gun/boltaction/vulture, icon_state="vulture" - /obj/item/weapon/gun/boltaction/vulture/skillless, icon_state="vulture" - /obj/item/weapon/gun/lever_action, icon_state="r4t-placeholder" - /obj/item/weapon/gun/lever_action/r4t, icon_state="r4t" - /obj/item/weapon/gun/lever_action/xm88, icon_state="boomslang" - /obj/item/weapon/gun/pkp, icon_state="qjy72" - /obj/item/weapon/gun/revolver/m44/custom/pkd_special, icon_state="lapd_2019" - /obj/item/weapon/gun/revolver/m44/custom/pkd_special/k2049, icon_state="lapd_2049" - /obj/item/weapon/gun/revolver/m44/custom/pkd_special/l_series, icon_state="pkd_double" - /obj/item/weapon/gun/revolver/m44/custom/webley, icon_state="webley" - /obj/item/weapon/gun/revolver/upp, icon_state="zhnk72" - /obj/item/weapon/gun/revolver/upp/shrapnel, icon_state="zhnk72" - /obj/item/weapon/gun/shotgun/combat/riot, icon_state="mp220" - /obj/item/weapon/gun/shotgun/combat/guard, icon_state="mp221" - /obj/item/weapon/gun/shotgun/combat/marsoc, icon_state="mk210" - /obj/item/weapon/gun/shotgun/type23, icon_state="type23" - /obj/item/weapon/gun/shotgun/type23/breacher, icon_state="type23" - /obj/item/weapon/gun/shotgun/type23/breacher/slug, icon_state="type23" - /obj/item/weapon/gun/shotgun/type23/breacher/flechette, icon_state="type23" - /obj/item/weapon/gun/shotgun/type23/dual, icon_state="type23" - /obj/item/weapon/gun/shotgun/type23/dragon, icon_state="type23" - /obj/item/weapon/gun/shotgun/type23/riot_control, icon_state="type23" - /obj/item/weapon/gun/shotgun/double/twobore, icon_state="twobore" - /obj/item/weapon/gun/smartgun/rmc, icon_state="magsg" - /obj/item/weapon/gun/smg/pps43, icon_state="insasu" - /obj/item/weapon/gun/smg/pps43/extended_mag, icon_state="insasu" - /obj/item/weapon/gun/smg/bizon, icon_state="type64" - /obj/item/weapon/gun/smg/bizon/upp, icon_state="type64_u" - /obj/item/weapon/gun/smg/uzi, icon_state="uzi" - /obj/item/weapon/gun/smg/nailgun, icon_state="nailgun" - /obj/item/weapon/gun/smg/nailgun/compact, icon_state="cnailgun" </details> # Explain why it's good for the game Now the 88m4 pistol doesn't show up as the default icon, and instead is the no_name icon: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/6d02f72b-4a29-48d6-900a-8b7109cd5057) Now spritesheet states that can't be displayed (such as the 88m4 because it starts with a digit) will fail unit tests: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/180d5834-d873-46b4-9cb8-e4c0ac03d033) but I ensured the rename to _88m4 still works correctly even with the empty state: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/0b788b37-e993-4c25-af3a-f4f7778034ac) # Testing Photographs and Procedure See above. All "new" sprites are duplicates of existing. # Changelog :cl: Drathek code: Autowiki now skips guns and mags without icon_states code: Unit testing for spritesheets now enforces css requirements for class names imageadd: Gun stats lineart now uses the no_name sprite again for guns without lineart /:cl:
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Temporary mute now also prevents hive death messages (cmss13-devs#5748)
# About the pull request This PR is a followup to cmss13-devs#5688 to additionally prevent death messages getting sent to the hive during the temporary mute time. # Explain why it's good for the game Ultimately this is to quell more concerns with ghosts using meta knowledge of say a flank approaching and throwing themselves at that flank and informing the hive of the flank via their death message location. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/76988376/8b8426bd-8f82-43f6-bb70-a91346c47534 </details> # Changelog :cl: Drathek del: Removed death messages for lesser drones and facehuggers that are still temporarily muted /:cl:
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Adds tooltips to changelog icons (cmss13-devs#5713)
# About the pull request Adds tooltips to the changelog icons. # Explain why it's good for the game While some of the icons are easy to understand at a glance, others like those for 'qol', 'refactor', 'mapadd' and 'config' are pretty much just meaningless glyphs. They work fine if you've also read the discord changelog or checked recent github merges, but if you're just going off of the ingame one it can sometimes be a little confusing. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/57483089/cc7935e6-da77-4c1f-b2e9-ab38c37aaaf9 </details> # Changelog :cl: ui: Added tooltips to entry icons in the changelog. /:cl:
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Fixes ammo magazine checking with helmet if the mag is exactly half f…
…ull (cmss13-devs#5722) # About the pull request Hitting an ammo magazine against your helmet had a faulty examine text if the mag had exactly half of its capacity. Fixes cmss13-devs#5714 # Explain why it's good for the game Not having cut off text in the game is # Testing Photographs and Procedure Here: <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/ca96275f-e3ea-4530-8965-5cb39b62cf10) ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/f0f54765-f1e4-44c7-9b9e-7161b2a8103c) ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/0014c882-65b7-4311-ad6a-263d7a7f1c31) ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/a46c3d73-ce04-4e95-8787-e3a172daa444) ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/9bda789a-3f33-41ee-a0e7-777c8200b814) </details> # Changelog :cl: fix: Fixes a missing examine text when you hit an exactly half-full ammo magazine against your helmet. /:cl:
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Commits on Feb 20, 2024
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Adds Flank Route & Choke Point West of Eastern Lab Trijent Dam (cmss1…
…3-devs#5645) # About the pull request Adds another path for Xenos to attack marines when at eastern labs. # Explain why it's good for the game Allows for more combat on Trijent. I think Trijent is boring, and once marines get into Eastern Lab, the xenos usually just die and just a few marines are fighting because there's not enough space for xenos to fight. # Testing Photographs and Procedure Small map edit. <details> The changes I made and a picture circling what was changed. ![image](https://github.com/cmss13-devs/cmss13/assets/142365554/90b03182-8f82-44ef-8974-bd3324693af6) ![image](https://github.com/cmss13-devs/cmss13/assets/142365554/09867473-4782-4b73-8865-36b1869599c4) Areas are also setup. ![image](https://github.com/cmss13-devs/cmss13/assets/142365554/e25dc3bc-819c-4170-aa01-7abb22a33aa6) </details> # Changelog :cl: maptweak: tweaked Trijent Dam to add a new choke point. /:cl:
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Fix broken Almayer access edits (cmss13-devs#5752)
# About the pull request This PR is a follow-up to fix some incorrect map edits in cmss13-devs#4510 # Explain why it's good for the game Fixes cmss13-devs#5744 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/a909a965-f863-40ed-9306-8f93fcd6b4ea) </details> # Changelog :cl: Drathek maptweak: Fixed access for two doors on the Almayer /:cl:
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Correct Vampire Lurker Strain Damage Modifications (cmss13-devs#5753)
# About the pull request This PR corrects an erroneous change in `apply_strain` because only modifiers can be set here. The change to lower the damage tier would be undone when `recalculate_damage` would apply the lurker caste's values for the upper and lower damage values. Ultimately I'm not certain it does need the damage reduction - but as of cmss13-devs#5625 it does more with direct tail stabs so between the two this should be a minor nerf. # Explain why it's good for the game Corrects an intended reduction in damage for taking the strain. # 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 balance: Corrected vampire lurker damage values (Effectively reduction by 5 damage for most attacks) /:cl:
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Jumping out of a dropship heading towards an LZ now throws your body …
…at the ground, instead of deleting it. (cmss13-devs#5584) # 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. --> Jumping out of a dropship heading towards an LZ now throws your body at the ground, instead of deleting it. This does around 500 damage, and permanently kills you. ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/6bbd7926-1f8b-4078-a1ea-2dc583725ece) These people falling out of the sky, can land anywhere where there is no ceiling (or a glass one). Basically anywhere you can mortar, medevac, or laze something. This only works if the dropship is heading towards one of the LZs, if not, then they're deleted like normal. I also fixed the throwing, so it doesn't appear like you're just standing in space for 0.5 seconds before being disappeared. I also removed some unused arguments in `take_overall_damage` and `take_overall_armored_damage`. # Explain why it's good for the game It adds a bit of depth to the game, instead of your character being just outright deleted, their body actually ends up somewhere. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/91113370/a6df19dc-7f9f-4c8d-8169-2db1497b6c54 (It does play sounds when you land, you just cant really hear them in this clip because they died.) ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/b7f1bf66-fdce-4082-97c2-3fa841e168eb) ![image](https://github.com/cmss13-devs/cmss13/assets/91113370/f0819fea-4ac8-47b5-a012-f8ea12f08799) https://github.com/cmss13-devs/cmss13/assets/91113370/f727b8f7-1df3-4725-bb82-f16dc8294eea (Items do a little bounce when they land too) </details> # Changelog :cl: add: Falling out of a Dropship en route to an LZ, now lets your corpse plummet to the ground instead of being deleted. /:cl: --------- Co-authored-by: private-tristan <[email protected]>
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Adds holo-targetting Vulture rounds (cmss13-devs#5719)
# About the pull request Adds holo-targetting rounds for the Vulture. Their characteristics are: - They deal SIGNIFICANTLY LESS damage, down from 400 to 60. - They cannot penetrate walls nor mobs. - They do not slow down mobs that are hit. - When they hit a target, they will "mark them for death", inflicting a holo stack value of 333. This means that they will take 33% more damage from all sources. A balloon alert will be shown to all nearby mobs indicating the mark, along with the holo-target aura itself. - **They have IFF.** ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/69fc22e2-316d-43b5-87fd-08e2a5e9ba2b) The bullet increases the target's max capacity for holo stacks increases by 233 (to 333 in total). Any holo-targetting rounds that hit the mob will be able utilize this cap increase. The holo stacks will completely deplete after 35-ish seconds from the initial impact. It takes 5 seconds for the stack drain to begin, with every second passing after that removing 10 stacks. Other holo-targetting rounds will not modify the rate of stack depletion, keeping it at a firm 10 stacks per second. They will, however, stop the drain for 5 seconds. ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/ad85d159-344b-407a-8158-23eafbf0824a) # Explain why it's good for the game This gun is really fun for the users, encouraging a buddy system that I feel the game desperately needs more of. I will admit that being hit with 400 damage, 50 AP from 2 screens away is not engaging for the opposing side, giving them no counterplay at all. With these bullets, the Vulture can take a supporting role for the marines instead of being an off-screen death cannon. 33% is a decent damage increase, but it requires multiple marines around the target to truly take advantage of it. Compared to the payoff that a regular Vulture round gives, the lack of IFF for those bullets is understandable. However, given that you NEED friendly troops to get any use out of these rounds, I've given the rounds IFF (with Zonespace's blessing) to broaden the areas and situations where it could get used. The ammo is still limited as ever, so the sniper team will have to pick their shots. Given how weak the rounds are in comparison to the standard ones, they should rarely be able to snipe off targets on their own (in a rare circumstance that they spot a half-crit xeno, an M4RA with a 4x scope can finish them off just the same). Is it weak? Too situational? Maybe, but the weapon is very interesting mechanically and I would just like to see it in play a bit more. The weapon is still ADMIN-ONLY. This will only give the admins a less blunt variant of the Vulture if they choose to spawn in it. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> How being hit feels: https://github.com/cmss13-devs/cmss13/assets/17518895/a576629e-7961-4421-9932-d707e12477f1 General test: https://github.com/cmss13-devs/cmss13/assets/17518895/e2fbb117-1cf9-4945-b87a-d63e68f62a10 Bonus damage testing. The M41A does a base damage of 44. A holo-stack of 333 will result in roughly 44 * 1.33 = 59 damage. ![image](https://github.com/cmss13-devs/cmss13/assets/17518895/d230fc11-34e6-468e-89c3-394696c9b3e1) </details> # Changelog :cl: add: The Vulture can now be loaded with holo-targetting rounds which have severely hampered ballistic performance, but mark any target that is hit, increasing their damage taken by 33% for a brief period of time. /:cl:
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Removes VAIMS backpack burn line, adds extra mag. (cmss13-devs#5670)
# About the pull request VAIMS (mil contractor medical specialist) had a redundant burn line (because surgical webbing spawns with burn line). this PR removes it and replaces it with an MAR mag to fill the empty space. <!-- 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 burn graft is a waste of space in the backpack. As for the MAR mag I put it in so that the inventory doesn't have a random open space, i'm fine removing it if a maintainer tells me to. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: del: VAIMS (vaipo med spec) no longer gets a redundant burn line balance: VAIMS now gets an extra MAR mag. /:cl:
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Forsaken/Feral Xenos can use hive status. (cmss13-devs#5693)
# About the pull request due to cmss13-devs#5316, the hive status UI checks for a living queen, meaning that hives without living queens (including those that specifically have allow_no_queen_actions (forsaken xenos) were unable to use hive status. while making this PR I noticed that there were two ways to get hive_status and fixed it(and also carried over the we/you). don't look at the branch name. <!-- 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 I like ~~buffing~~ fixing forsaken xenos. also being able to use hive status is intended # Testing Photographs and Procedure <details> <summary>Screenshots Are here! Click me!</summary> forsaken: ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/63d8053e-8e88-41fd-91a3-07382c3c9f64) normal hive (I changed the we/you after this was made) ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/178a7c33-dfea-4418-b341-75341fbacf29) ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/54c64de5-0f73-4d80-988b-f0df8dc15b1b) </details> # Changelog :cl: fix: Forsaken and Feral xenos can now (correctly) use hive-status spellcheck: fixed a case where we/our wouldn't be used when attempting to access hive status with no queen /:cl:
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Allows the MOU53 to be stored in the shotgun scabbard. (cmss13-devs#5705
) # About the pull request Lets you store the MOU in the shotgun scabbard. <!-- 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 Shotgun scabbard is soul. Basically no advantage given, other than the fact that you can keep a slot reserved for your MOU. # 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: Stakeyng add: mou is now compatible with the shotgun scabbard /:cl:
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Commits on Feb 21, 2024
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Fix Select Equipment Presets (cmss13-devs#5758)
# About the pull request <!-- --> This is literally a one-line fix to an apparently unnoticed bug affecting multiple loadouts, particularly certain ERTs. Explanation below. Select Equipment now spawns in an ID before equipment. # Explain why it's good for the game <!-- --> ID Locks check via the COMSIG_ITEM_ATTEMPTING_EQUIP signal when someone tries to equip them, and searches for an equipped ID to lock with. If there's none, it cancels the equip. /obj/item/proc/mob_can_equip() sends out that signal as part of its testing, and the usual mob equip_to_slot_or_del() proc used in most presets ends up checking the item's mob_can_equip() before equipping. IDs were generated AFTER equipment within /datum/equipment_preset/proc/load_preset() in _select_equipment.dm. This means every single item with an ID lock would be spawned in, the mob would see if it could equip them, the item would return no, cancelling the equip, and the item would be deleted. Pre-equipped Spec loadouts were the most affected, losing all of their armor and ID-locked sights. Most special ERT NVGs were affected as well, being subtypes of the Sniper Spec's NVGs, and sharing the same MOB_LOCK_ON_EQUIP flag. **If there's a reason IDs were spawned in after, this might break something, but I doubt it. Just went tracking once I noticed this bug, and found this as the most effective solution.** An alternative solution was to use the unsafe equip_to_slot() proc instead. # 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: Kaga fix: Fixed a bug that broke ID-Lockable items in presets. Rejoice, PMC Snipers, pre-equipped USCM Specs, UPP Commandos, and WY Deathsquads. /:cl:
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Distress beacon response messages now have a chance of being static (c…
…mss13-devs#5757) # About the pull request Revives this PR. cmss13-devs#5393 Adds a probability of (20) for the distress beacon response message to be full of static and therefore not decipherable. # Explain why it's good for the game Part of the fun of distress beacons was not knowing who's going to show up to your door. This brings that back, to an extent. Less of 'Oh no it's hostile UPP!!' over radio as soon as distress is received. # Changelog :cl: add: Implemented a probability of playing a static-filled transmission as the distress received response. /:cl: Co-authored-by: Jeff Watchson <[email protected]>
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Reword facehugger temporary mute end message (cmss13-devs#5762)
# About the pull request This PR is a follow up to cmss13-devs#5688 correcting the end message for facehuggers. # Explain why it's good for the game Fixes cmss13-devs#5756 # 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 spellcheck: Reworded message when a facehugger's temporary mute ends to not mention hivemind /:cl:
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autolathes printing times are now significantly faster (cmss13-devs#5735
) # About the pull request autolathes printing speed is now based on the item's w_class. minimum printing time of 2 seconds and max of 5 seconds. # Explain why it's good for the game its QOL. printing a ton of small items and they all taking 5 seconds to print is a huge pain. # Testing Photographs and Procedure it works, couldn't find any issues. the sounds are fine too, no overlaping. # Changelog :cl: qol: Autolathes are now significantly faster. /:cl:
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Makes it possible to view helmet cams of SOs/XOs/COs (cmss13-devs#5433)
# About the pull request Going to rework the whole console at some point. Not proud of this code, give me some ideas # Explain why it's good for the game Helmet cams good! This can already be done by assigning the CO/XO/SO to a squad # 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: CIC can now view helmet cameras of Command Staff. Literally 1984 /:cl:
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Makes drone castes be able to destroy special resin buildings faster;…
… enables destruction from roundstart (cmss13-devs#5721) # About the pull request 1. All xenomorph hives except for ferals now start with special resin structure destruction enabled for leaders AND builders (all drone castes), instead of leaders only. 2. Builders can now destroy every special resin structure with a maximum of 5 hits. # Explain why it's good for the game 1. All xenomorph hives except for ferals now start with special resin structure destruction enabled for leaders AND builders (all drone castes), instead of leaders only. **Why**: This is an old, leftover restriction from back when people actively griefed destroying stuff and the hive had no hive-wide announcements for it. Now it just devolved into "queen plz allow special deconstruction" every single round drone castes try to move things around. It is tiresome for both builders and the queen to always enable this. 2. Builders can now destroy every special resin structure with a maximum of 5 hits. **Why**: Most often drones and hivelords are sicced on destroying backline clusters/recovery nodes, since xenos have a limited amount of special structures they can build. Here are the number of hits you needed before to destroy them: | name | health | # of drone hits | # of carrier hits | # of burrower hits | # hivelord hits | | --- | --- | --- | --- | --- | --- | | hive cluster | 1200 | 16 | 15 | 15 | 16 | | recovery node | 400 | 6 | 5 | 5 | 6 | | egg morpher | 300 | 4 | 4 | 4 | 4 | It is soul-killing to hit things 15-16 times for it to get destroyed. Factor in the extra hits when one has to destroy a cluster _and_ recovery nodes and you can quickly see why this is not fun. This part of the code: ``` var/damage_to_structure = M.melee_damage_upper + XENO_DAMAGE_TIER_7 // Builders can destroy beefy things in maximum 5 hits if(isxeno_builder(M)) health -= max(initial(health) * 0.2, damage_to_structure) else health -= damage_to_structure ``` ensures that if your melee damage is higher than the 1/5th of the special structure's max health, you will deal your melee damage instead. This way, you can still destroy egg morphers in only 4 hits, as opposed to 5. # Testing Photographs and Procedure 1. Spawn in a cluster, recovery node, and an egg morpher 2. Slash them and observe the health change # Changelog :cl: tweak: Xenomorph special structure deconstruction is now enabled for leaders and builders from roundstart instead of leaders only, except for feral hives. qol: Drone castes can now destroy clusters and recovery nodes with a maximum of 5 hits (instead of 15-16 and 6, respectively). /:cl:
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Food processor can be used to remove carpotoxin and acidic blood with…
… master domestic skill (cmss13-devs#5577) # About the pull request This PR makes it so that characters with master level domestic skill are able to remove carpotoxin and acidic blood from carp fillets and xenomeat. Xenomeat, carp fillets and recipes including those have had their levels adjusted to avoid adding additional carpotoxin/xenoblood when creating a recipe so a processed ingredient won't result in a dangerous recipe. I've tested this using characters with and without the skill with flour, potatoes, xenomeat and carp fillets to ensure that only the affected processor uses are changed, that processing works correctly and that the skill is required. # Explain why it's good for the game This would open more opportunities for the mess technician to serve the crew with recipes that rarely see the light of day due to being dangerous (while leaving some risk if an MST forgets to process the ingredients). Some marine players might also enjoy the roleplay opportunities around getting the chef to turn their fallen enemies into burgers. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Here is shown a character with insufficient skill unable to modify the food, before putting it in the soda fountain to show its reagents: https://github.com/cmss13-devs/cmss13/assets/32908370/8138d1c5-77a2-4f7d-92e9-9d7059fa3f05 Here is shown a character with sufficient the skill able to modify the food, before putting it in the soda fountain to show its reagents: https://github.com/cmss13-devs/cmss13/assets/32908370/93bb0c99-fccf-46ca-a786-579be203629b </details> # Changelog :cl: add: Increased levels of acidic blood and carpotoxin in xenomeat and carp fillets. del: Xenomeat and carp fillet-based recipes no longer add additional acidic blood or carpotoxin. qol: Master level domestic skill allows the use of the food processor to remove acidic blood and carpotoxin from xenomeat and carp fillets. fix: Turning named pieces of human meat into meatballs will retain the human's name. /:cl: --------- Co-authored-by: SabreML <[email protected]>
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Makes observers able to see the UI of Xeno players (and also action b…
…uttons) (cmss13-devs#5751) # About the pull request Makes auto-observing work for xenomorphs *and* humans by moving it to `/carbon`, and also makes it show the target's action buttons. I'm pretty confident that this all works correctly, but I would still recommend testmerging it anyway. It's ~~probable~~possible that I missed something somewhere and an observer could get stuck being unable to click anything, or something like that. # Explain why it's good for the game This makes auto-observing a bit more consistent, more interesting for observers, and could actually help newer players to learn how to play some castes. (Which abilities to use and when, where to target, etc.) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/57483089/54fbb8c6-f9fa-444b-b80c-228b4e6e3480 </details> # Changelog :cl: add: Added 'observe' functionality to Xenomorphs, allowing observers to view the target's UI. add: Made observing a player also show their action buttons. /:cl:
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Fix broken admin medals panel (cmss13-devs#5764)
# About the pull request This PR is a follow up to cmss13-devs#5493 fixing the Medals Panel. Some reason Fragment is busted if you don't use a key? # Explain why it's good for the game Fixes ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c811b7ef-c9b5-45e3-b95b-bad416e8ab7a) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/41a05979-eda5-4a1f-ae7d-1f8ddaf50129) </details> # Changelog :cl: Drathek ui: Fix broken admin Medals Panel /:cl: fixes cmss13-devs#5768
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refactor barricades files to hopfully have a more constant interactio…
…n when trying to fix them with welder. (cmss13-devs#5609) # About the pull request fixes: cmss13-devs#5229 1-replace a bunch of single letter variable and in the same movement standardize it for all the parent/child object... 2-create a proc that is a group of check to see if you can start fixing a barricade with a welder. 3-implement this proc on metal,plasteel and deployable to have all the check be the same as we want them to all react the same way... <!-- 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 i tested welding different different cades at the same time seem to work i had some weirdness but it's working. <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 files with the aim of making fixing barricade with a welder more constant. fix: being unable to repair more than one metal barricade at the time. /:cl: --------- Co-authored-by: Julien <[email protected]> Co-authored-by: Birdtalon <[email protected]>
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Fix CMB ERT & Path Based ERT Calling (cmss13-devs#5755)
# About the pull request This PR fixes the black market CMB automatic ERT and makes get_specific_call ~~more flexible and~~ efficient. # Explain why it's good for the game Fixes `## ERROR: get_specific_call could not find emergency call 'Inspection - Colonial Marshal Ledger Investigation Team'` caused by a grammar fix from Marshal to Marshals. This should generally be harder to cause since the call can now only be called via a path. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![1](https://github.com/cmss13-devs/cmss13/assets/76988376/2beff6de-ea6a-40bd-b4e8-7c13ed618308) ![2](https://github.com/cmss13-devs/cmss13/assets/76988376/4dbd1ba2-6782-4849-87ba-fef0ae57121b) ![4](https://github.com/cmss13-devs/cmss13/assets/76988376/58d5017e-9ebf-4d93-86b5-de0428b5e7bb) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/74d47e01-5d7c-4fd2-b02e-6ee32d57e357) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/acd80c2f-100a-41cc-8401-b1803a04ad7d) </details> # Changelog :cl: Drathek fix: Fixed automatic CMB ERT caused by black market heat code: get_specific_call now only accepts a path or a string of a path /:cl:
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Gun action (and equip) buttons refactor (cmss13-devs#5750)
# About the pull request Refactors the 'gun action' buttons and the 'equip' button to have each have their own `/atom/movable/screen` subtype, rather than all of their functionality being done through `if()` checks in `/atom/movable/screen/clicked()`. *The 'gun action' buttons being these:* ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/3c73da3e-4b99-4ad5-b66d-f01077f686d4) *And the 'equip' button being this:* ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/1a60d926-605d-45b4-9a9a-5a6a05cfc657) # Explain why it's good for the game Cleaner code, and the gun buttons now show their names in the status bar when hovered over thanks to this: https://github.com/cmss13-devs/cmss13/blob/1bc0fa54e985fef991e06a85871b0a62cf15e5b2/code/modules/statusbar/statusbar.dm#L23 (That line has been there for a couple of years, but `/atom/movable/screen/gun` didn't exist until 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: refactor: Refactored the 'gun action' buttons, making them show their names in the status bar when hovered over. /:cl: --------- Co-authored-by: harryob <[email protected]>
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Commits on Feb 22, 2024
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Abomination rework and predator plasma rifle buff. (cmss13-devs#5432)
# About the pull request This pr intends to catch up predalien towards current gameplay by reworking a few abilities and adding new ones. # Explain why it's good for the game Currently the predalien has been untouched (practically) for over 3-4 years now, while being rare and decent enough to hold its own against current year marines and predators, its highly outdated. It's main power being "the gib" which is not fun for marines to be instantly removed from the game as most of the time you will be accompined by a queen and the entire hive. its not being fun being comboed into a queen screech + gib As their natural counter, the predators are currently lacking in a strong way to counter it, i believe the Plasma Rifle thats only available when an abomination is present is very weak, underpowered and generaly not that good. I can go into deeper details if anyone wants me to. So my natural response was to make it set people on fire because generally the predalien will be guarded by an entire hive. This will make it so that atleast the xenomorph hit, will have to back off allowing the predator to breathe. I havent touched the recharge rate because i think this incin bullet will be powerful enough to compensate for the low recharge rate, and only 16 shots (you need 14 dead on shots to kill an abomination, not counting its movement, phermones, and the entire hive guarding it.) below are all the changes ive decided to make; "Feral Frenzy" is a mashup of the old gut ability, it now has a toggle that lets you choose between AOE/SINGLE TARGET. I think this is a defining factor in predalien reworks, because currently it is too focused on fighting predators and not enough on marines. This will help you fend off against a marine group by letting you become devastating against grouped up marines. Or chosing to catch one by switching to single target since it has a root. (Also retaining its ability to fight off predators). "Feral Rush"; Feral rush incrases your armor and speed by a certain number, i wanted to add this instead of the useless pounce as i felt like the pounce was basically not providing you with anything other then just a distance closer, and it didnt fit in with the new gutting abilities, this way you can speed up, armor up and then go inside the marine force and do your aoe ability and get back out. This will ensure that you arent useless while going in since without the armor and speed, you will melt by the time you go in marine numbers, (also remember the AOE gut has a windup of 2 seconds.), The armor is removed 6 seconds after the slow (the speed lasts 3 seconds, so you're just armored for an extra 3 seconds) as to have that extra armor while retreating from more open places. "Stomp" ; the reason ive decided to remove this ability is it felt way out of place for this kit and just simply wasnt good enough (in my opinion) to being there although a slow or aoe root might be needed if this gets approval enough for gametesting. "Frenzy Smash" ; Grabs somebody by the leg and smashes them to the ground, this honestly just felt like a cool ability to add, it lets you keep somebody in place but also keep them moving, this is mostly a flair ability but still VERY deadly, may be buffed to make preds slower for a duration. deals 20 damage and scales with kills THIS IS ALL UP FOR DEBATE, AND I WOULD LIKE TO WATCH THIS ALL INGAME VIA ABOM EVENTS BY ADMINS IF THATS POSSIBLE. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/47158596/f28a5048-701f-4b9d-a2bf-dd5dbc6d08be https://github.com/cmss13-devs/cmss13/assets/47158596/53da1e18-1a4a-49de-a73d-1ab7f1abb1d8 https://github.com/cmss13-devs/cmss13/assets/47158596/69eeb0e9-cbe6-4712-a15a-b599dbc56109 </details> # Changelog :cl: add: Added a new ability to the predalien "Feral Rush" that increases it's armor and speed for a short duration. add: Added two new abilities to the predalien "Feral Frenzy" and a toggle. The predalien can now switch between a single target GUT and an AOE one, both of which has damage that scale with your kills. del: Removed the predaliens gib ability del: Removed the predaliens "pounce" ability del: Removed the predaliens "Ground Smash" ability balance: Predalien no longer has plasma costs, or plasma. balance: The Plasma Rifle, which is ONLY used to hunt abominations now has a higher ROF and has incin bullets. spellcheck: Re-wrote the predalien text to be more up to date and remove missinformation qol: Everyone can see how many kills the predalien has by examining it. add: Added a "Feral Smash" ability that lets you grab somebody and smash them to the ground, this scales with kills and is a devastating attack. balance: Removed screenshake from predalien's screech balance: Predalien removes fire stacks faster. fix: Girders are now slashable by very_sharp_claws instead of just having a queen chack /:cl: --------- Co-authored-by: InsaneRed <[email protected]> Co-authored-by: Birdtalon <[email protected]> Co-authored-by: Drathek <[email protected]>
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Fixes xeno tacklestrength (cmss13-devs#5773)
# About the pull request Fixes cmss13-devs#5765. This was caused by me in cmss13-devs#5542 deleting a couple of lines from `/mob/living/carbon/xenomorph/proc/recalculate_tackle()`, when I should have only removed the `mutators`/`hive.mutators` part. ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/b54a3e03-03cd-49a3-a093-ab0765059a7b) # Explain why it's good for the game Whoops # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> `tacklestrength_min` and `tacklestrength_max` are being applied correctly: ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/8404ddf3-17e0-42a5-a3cf-91a85beb1e50) </details> # Changelog :cl: fix: Fixed Xenomorphs not having their caste's tackle duration values applied to them. /:cl:
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TGUI input list search fix (cmss13-devs#5775)
# About the pull request Fixes the search function of `tgui_input_list`, and also makes the search bar automatically focus when toggled. This was caused by the same issue as cmss13-devs#5581. # Explain why it's good for the game Bugfix, and a little QOL thing. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ('Teleport to Area' menu as an example, but it's the same on any others.) **Before:** https://github.com/cmss13-devs/cmss13/assets/57483089/8450adef-38f4-4ae4-963a-11533a328841 **After:** https://github.com/cmss13-devs/cmss13/assets/57483089/ede80ffa-7ce6-47c9-9711-a5f29560d1bd </details> # Changelog :cl: fix: Fixed the search function of TGUI input lists. qol: Made the TGUI input list search bar automatically focus when toggled. /:cl:
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Increase repeated weed expansion delay for the same tile (cmss13-devs…
…#5772) # About the pull request This PR tweaks the delay required to expand weeds to the same tile. As in when a marine destroys weeds a queen just expanded, she must wait this much delay to spread it to that location again. # Explain why it's good for the game Disincentives using weeds next to marines slightly # 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 balance: Increased same tile weed expansion delay for queen from 7s to 10s /:cl:
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Seperating every port and starboard hallway areas into three areas ea…
…ch (fore midship aft) (cmss13-devs#5699) # About the pull request 1-Main idea is to split each Hallway area port and starboard into three areas.(fore midship aft) 2-Clean up the map to remove emergency shutter that are not acting as a frontier between areas. 3-removed unused areas. 4-rebuild structure of hallway area to have /lower and /upper areas. <!-- 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 1-Mainly good to allow better use of health monitor. 2-trying to standardize how emergency shutter are placed on the almayer 3-4 are refactor with no impact on player. # 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: maptweak: split each Hallway area port and starboard into three areas.(fore midship aft) maptweak: change the area around north and south west staircase to remove emergency shutters. maptweak: change the area west of squad preparation room to remove emergency shutter. maptweak: change the area west of lower engi to make emergency shutter be at the frontier of the area. /:cl: --------- Co-authored-by: Julien <[email protected]>
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Ports Mapping Backend updates (cmss13-devs#5165)
# About the pull request Updates most of mapping backend to /tg/ current: * Replaces completely map reader which now has explicit TGM support * Replaces completely reservations backend, they now have a builtin "cordon" area around them * Grafts and updates some missing procs in SSmapping and Shuttles, notably for reservations * Updates nightmare, map templates, interiors, etc, to match new mapper/reservations code * Minor Turf/Atoms stuff such as global init, turf_flags rename, and AfterChange() This shouldn't change much to the game as is, but is meant as a stepping stone toward new features such as planecube that depend on updated mapping code, rather than having to messily strap them to old. Very Testmerge-worth # Testing - [x] General map loading of Ship & Ground - [x] Dropship loading and flight - [x] Fultons reservation launching - [x] Lifeboats launching - [x] Vehicle Interiors instanciation - [x] Interior reservations freeing - [x] Tents templates placement - [x] Nightmare inserts loading - [x] Other maps than LV-624 - [x] Maploading admin verbs - [x] Mass screenshot verb - [x] Runtime Trijent elevators working # Potential TODO - [x] Find a better cordon turf than outer almayer hull, it looks ugly with eg fultons # Changelog :cl: code: Updated mapping backend from /tg/ upstream. /:cl: --------- Co-authored-by: harryob <[email protected]> Co-authored-by: harryob <[email protected]>
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Fix burrower lifeboat tunneling (cmss13-devs#5778)
# About the pull request This PR effectively revives the fix from cmss13-devs#5603 that was allowing burrowing in lifeboats. The other grammar changes it was doing were for marines, so it would not be correct to we/our them. # Explain why it's good for the game Fixes burrowing into lifeboats. # 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: AtticusRezzer fix: Fixed the incorrect area flag in lifeboats allowing tunneling /:cl:
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Reagent tanks can now be dragged faster (cmss13-devs#5704)
# About the pull request brings the drag delay of reagent tanks to 1 down from 3 they have wheels on the sprite so it makes sense beer kegs, water coolers, pepper spray refillers, etc are adjusted to default to compensate # Explain why it's good for the game its quality of life # Testing Photographs and Procedure it works # Changelog :cl: qol: Reagent tanks can now be dragged faster. /:cl:
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Commits on Feb 23, 2024
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MOPP Desc tism (cmss13-devs#5782)
# About the pull request Shortens the active description for the MOPP suit so it isn't a bible's worth of text explaining how a MOPP suit works that extends further then the lore desc. This should be a very simple merge. # Explain why it's good for the game A general item desc shouldn't be excessively long. # Changelog :cl: del: Removes part of MOPP suit desc. /:cl:
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Automatic TGS DMAPI Update (cmss13-devs#5789)
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]>
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Weyland Yutani Trading Cards™ (cmss13-devs#5665)
# About the pull request Adds Weyland Yutani Trading Cards™ to the rec vendor Adds Weyland Yutani Trading Cards™ packs of five to the rec vendor Adds Weyland Yutani Trading Cards Gold™ cigarette packs to the rec vendor and colony cigarette machines (that exist soley to break the lucky strikes military tobacco monopoly) # Explain why it's good for the game Adds some funny cards for marines to collect and to fight each other over # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://cdn.discordapp.com/attachments/745447048261795890/1203903068756906016/2024-02-05_03-17-17.mp4?ex=65d2c91b&is=65c0541b&hm=13a9bbf4e63e9c3f8f14f02233ea9d43eaa62862957474677171dddde10efdf7& </details> # Changelog :cl: add: Added WeyYu Trading Cards (they come in packs of 5, single, or in special packs of WeyYu Gold) buyable at rec vendor (and/or colony tobacco vendors in the case of the special cigarette packs) imageadd: Added sprites of the WeyYu Trading Cards, trading card packs, and special WeyYu Gold cigarette packs. /:cl: --------- Co-authored-by: harryob <[email protected]>
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Check Ckey button. (cmss13-devs#5786)
# About the pull request ![image](https://github.com/cmss13-devs/cmss13/assets/4447185/508fdf55-1d4e-4dfc-8fbe-61be5f905f07) # Explain why it's good for the game I have been wanting to do this at least ever since cmss13-devs#5073. Typing/copypasting keys is annoying. # Changelog :cl: admin: Check Ckey verb is now available on player panel. /:cl:
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Fixes the 88 Mod 4's holster sprite (cmss13-devs#5785)
# About the pull request **no actual sprite changes, I just renamed a couple** Fixes the 88 Mod 4 pistol not having a holster sprite, and showing as a bunch of orange question marks. This was happening because cmss13-devs#5729 changed its `icon_state` from `"88m4"` to `"_88m4"` in order to make it actually work with CSS, but the sprite in `icons/obj/items/clothing/belts.dmi` wasn't renamed with it. I also changed the `item_state` to be the same and renamed the inhand sprites, just to reduce any future confusion. # Explain why it's good for the game Fixes the gun not being a gun. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** ![before](https://github.com/cmss13-devs/cmss13/assets/57483089/44ca7d17-440a-4ae2-8fbe-1df38a80e6f3) **After:** ![after](https://github.com/cmss13-devs/cmss13/assets/57483089/ad27fe53-4d36-4101-9122-135dad0bf620) </details> # Changelog :cl: fix: Fixed the 88 Mod 4 pistol's holster sprite. /:cl:
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Fix for wound overlays. (cmss13-devs#5787)
# About the pull request Yet another disastrous consequence of that "research warcrimes" PR. For whatever reason, it removed a line that actually was doing something important. If we have been processing the limb (otherwise `need_process()` should not be called at all) and after going through all the checks decided to cease processing it (which only happens when all damage is gone), we do need to update wounds one final time first to remove all the overlays from wounds/bandages that have healed but have not been removed by limb's not-every-tick update in regular `process()`. # Explain why it's good for the game Fixes cmss13-devs#4764. # Changelog :cl: fix: Fully healed limbs should now properly remove the overlays for their wounds and bandages. /:cl:
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Adds a new Nightmare Insert on LV-624 (cmss13-devs#5652)
# About the pull request Adds a new Nightmare Insert on LV, including a Paranoid Executive and his Corporate Security Detail fortifying the Corporate Dome in hopes of Company rescue. (Those ~~corpses~~ poor colonists in the Garage totally did not get firing lined because they tried to break in the Dome while the xenos were eating their ass.) # Explain why it's good for the game Firstly, the Roadmap has an objective to add more nightmare inserts (Plus, I learned from my previous RMC nightmare insert and DIDN'T make them military survivors.) Secondly, this also fulfills the other roadmap objective to spawn the survivors together (Yipee!) Now, from a balance perspective, I used the normal goon survs, added some extra metal/plasteel/sandbags, a PMC nade, a hacked PMC Motion detection and alot of barricades spread around the Dome, also moved the vendors and tables to a more defensable position and gave the CL an FP with ammo. Thought about giving them a Wey-Med or some claymores, I'll see about it. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ### The New Corporate Dome ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/21dfb274-dfb0-4ea3-a4ca-93d03817c864) </details> # Changelog :cl: add: Added a CL and Goon nightmare insert spawn. mapadd: added a new nightmare insert on LV which revamps the Corporate Dome into a holdout. /:cl: --------- Co-authored-by: Jeff Watchson <[email protected]>
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Commits on Feb 24, 2024
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Details bigred Libary (cmss13-devs#5791)
# About the pull request Details big red Libary # Explain why it's good for the game It looked a bit bland so I thought I'd touch it a bit # 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: Redetails bigred Libary /:cl:
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Opens up 1x1 hellscape on kutjevo, removes ledges in combat zone (cms…
…s13-devs#5793) # About the pull request As title, the 1x1 cave area is quite strange but cool so I wanted to open it up slightly and provide a new route into that building east of Botony I also removed ledges in that southern flank area and some strange unbreakable walls, lastly I fixed the broken thermals # Explain why it's good for the game 1x1s kind of suck, I like the addition of the new rotation and I think the amount of unbreakable walls on kutjevo is weird # 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: Make a few unabreakable walls on kutjevo breakable, touches the east botony caves flanks ands removes some ledges from combat routes /:cl:
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Details LV624 secure storage blast area (cmss13-devs#5794)
# About the pull request This PR details LV624s blown open secure storage # Explain why it's good for the game A (relatively) recent PR made LV624s secure storage blown open all the time but I personally felt the area looked comparatively under detailed and undamaged for something blown open so I did that # 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: Edits to secure storage LV624s detailing /:cl:
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Changes to LV522 southwest dorms (cmss13-devs#5790)
# About the pull request This PR moves an unbreakable wall south-west of LV522s dorms slightly more north to allow the marines to more easily flank and gain a foothold into dorms but still doesn't allow them to fully bypass the building https://i.imgur.com/QL9KvT1.png # Explain why it's good for the game Currently, marines on LV522 struggle to get into dorms this PR attempts to fix that by giving them slightly more breathing room and the ability to move while still not allowing them to bypass the building fully # 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: Edits to southwest dorms LV522 /:cl:
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Relay Ping Browser (cmss13-devs#5777)
# About the pull request This PR adds a way to ping the relays and also easily connect to them. You can access this panel by clicking the ping near the top right of chat. The ping reported here will likely be inflated from what you will actually experience or see reported by TGChat (its highly dependent on how fast your computer runs the JavaScript, and is based only on a single ping per connection), but should still give an accurate relative difference between the different connections. When the component is loaded, it starts a timer to begin the pings in 1 second. Whenever the component is unloaded, it indicates this to the ping javascript which will cause it to early return on any pending operations. The configs are added to examples in relays.txt. You can include it in config.txt. # Explain why it's good for the game This should give more visibility to the relays, provide an easy way to use them, and give more of an idea the differences in connection speeds to each relay. # Testing Photographs and Procedure Random values during testing: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/1a67bf8d-bc45-4fe8-888c-2360e6d54656) An actual test example (with last forced to time out): ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/4bcf24b9-e942-4936-a2a5-d6be3b4756f1) Now with gauges: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/62d903fe-0311-48fc-90d5-9c07d388650a) Now with flex layout: ![layout rework](https://github.com/cmss13-devs/cmss13/assets/76988376/c9621ad4-9396-48b5-ae15-e415f53e3b06) # Changelog :cl: Drathek ui: Added the relay ping browser accessed by the tgchat ping to test and use alternative connections to the server ui: Added onConfirmChange prop to Button.Confirm component. config: Added CONNECTION_RELAY_PING and CONNECTION_RELAY_CON in the relays.txt config that is optionally included in config.txt /:cl:
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Refactor marine_armor.dm and split it into multiples files. (cmss13-d…
…evs#5740) # About the pull request 1-Refactor the marine_armor.dm file by splitting them into multiples files. 2-in marine_armor.dm i also remove a serie of duplicate declaration of the same items. <!-- 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 marine_armor.dm and split it into multiples files. /:cl: --------- Co-authored-by: Julien <[email protected]> Co-authored-by: SabreML <[email protected]>
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Barricades Multi-Weld Revert & Refactoring (cmss13-devs#5795)
# About the pull request This PR is a follow up to cmss13-devs#5609 which removed a busy check from some barricades allowing multi-welding. This PR restores that setting (which is a return to normal for all but folding barricades which incorrectly allowed multi-welding before). I have also added automatic looping to barricade welding if there is still work to be done, and it can be performed. # Explain why it's good for the game The PR that introduced this change was not intended to be a balance change. Additionally, it's far more difficult to tune welding speeds if the quantity of barricades being welded at the same time is variable. Technically this is a nerf though because previously multi-welding folding barricades was possible. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/76988376/32deb97f-31b0-4fd0-8baf-54637cfbf81d After looping welding addition: https://github.com/cmss13-devs/cmss13/assets/76988376/e67efe06-711e-4847-aa36-345c1e85222d </details> # Changelog :cl: Drathek add: Welding a barricade will now repeat automatically if it can still be repaired. balance: Reverted multi-welding change to barricades: All barricades must be welded one at a time. refactor: Refactored more barricade code. /:cl:
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Small auto-observe fixes (cmss13-devs#5788)
# About the pull request Fixes/tweaks a couple of auto-observe things that I noticed after cmss13-devs#5751. Specifically: - Fixes `runtime error: client_screen_add overridden. Use override = TRUE to suppress this warning`/`runtime error: client_screen_remove overridden. Use override = TRUE to suppress this warning`. *This error was consistently thrown when a ghost who's body is being observed re-enters their body. `observe_target_new_mind()` tries to re-register the some signals on the body's new client, but didn't have the `override` argument set.* - Stops 'hidden' actions being added to the screen of observing players. (e.g. the xeno tacmap action if the queen isn't ovied) - Makes any observers transfer over to the new body when a xenomorph evolves/de-evolves. *(I also added `/mob/dead/observer` to the `observers` variable's declaration since it wasn't particularly clear what the list held.)* - Fixes the target player's action buttons disappearing for observers if they reconnect or re-enter their body. *(The actions were being shown to the player in `Login()`>`show_hud()`>`update_action_buttons()` before the observer could re-register signals in `observe_target_login()`.) In order to fix this I renamed the existing `COMSIG_GLOB_MOB_LOGIN`, `COMSIG_CLIENT_MOB_LOGIN`, `COMSIG_MOB_LOGIN` signals, and made `COMSIG_MOB_LOGIN` send a bit earlier in the proc.* # Explain why it's good for the game Bugfixes :) # 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 'hidden' action buttons being shown to observing players. qol: Made any observers transfer over when a Xenomorph evolves/de-evolves. /:cl:
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Commits on Feb 25, 2024
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Changes to south yard Sci-annex (cmss13-devs#5792)
# About the pull request South Yard kind of sucks alot to fight in this PR opens it up, removes alot of hullwalls and tries to make it slightly more enjoyable # Explain why it's good for the game Sci-annex is a bumbling mess of chokes this area is a mass of 1x1s 2x2s and longhalls this tries to rectify this slightly # 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: Edits to southyard sci-annex /:cl:
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Changes some event verb permissions around. (cmss13-devs#5809)
# About the pull request As title # Explain why it's good for the game Simplification. # Changelog :cl: admin: Mods can now run votes where appropriate. admin: Moved a few event verbs from Admin level to Senior Mod. admin: Added a log to creating new bank accounts. /:cl:
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makes marking more effective for admins (cmss13-devs#5779)
marking a ticket now actually stops others from interacting from it. other admins can still override it by hitting "mark" themselves, and them "override" and doing whatever they want to it. :cl: admin: marking a ticket now actually stops other people from messing with your marked ticket /:cl: fixes cmss13-devs#5547
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Commits on Feb 26, 2024
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Reverts flare buff from cmss13-devs#4229 (cmss13-devs#5709)
# About the pull request Reverts the flare buff that came alongside fancy lighting from 7 range to 5 <!-- 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 Since the fancy lighting change, other factors have come in to play, most notably the rise in the flare gun, the increase in pouch storage and the buff to armour light, making controlling lighting incredibly easy just with 1, with them being infinitely more difficult to deal with than flashlights and a lot more accessible while being safer to use with other utility. I believe it is fair to revert the buff especially considering how bright flares are in real life, being more of a concentrated amount of light, not overpowering a military issue flashlight 10 fold without the cone effect to boot. With how considerable the nerf would be I doubt they will fall into the realm of uselessness, with them still being a great option for scouting ahead of what is visible and still being very easy to carry, just needing an additional flare or so for a room that would be lit up by one. # Testing Photographs and Procedure https://imgur.com/5VNOQrh <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: Reverted flare range buff 7->5 tiles /:cl:
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Dropship turf direction sprites (cmss13-devs#3642)
# 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 pull request brings some of the sprite work which @kugamo previously did but was not added into master. These sprites allow for rotational dropships. The mapping has fixed for the escape pods for the new floors but rotating escape shuttles has not been done. There is some additional spriting required for the dropships. # Explain why it's good for the game Dropships spin me right round. # 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. ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/4d05ebc2-16b6-4c22-addc-2a9ebe8a1466) ![image](https://github.com/cmss13-devs/cmss13/assets/101871009/13fc8624-3532-47f4-8022-52a6ec9d397b) </details> # Changelog :cl: paulrpg,kugamo imageadd: shuttle rotation sprites added maptweak: escape pods now use new floors /:cl: --------- Co-authored-by: Nanu308 <[email protected]> Co-authored-by: naut <[email protected]> Co-authored-by: harryob <[email protected]>
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Another good Sprite PR (cmss13-devs#5681)
# About the pull request Adds new insulated sprites for both the item and on-mob Adds new CMB uniform/jacket/cap sprites, as well as a deputy/marshal variant. Adds two new overall sprites, tan/red and updates the blue one. Gives two heavy vehicle operator survs a blue/red trucker hat I added previously. Adds three new hazard vest sprites. Orange/Blue/Black Adds five new colonist workclothes. Grey/Khaki/Pink/Blue/Green # Explain why it's good for the game Removes legacy sprites, adds new sprites and puts said sprites in rotation. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ### CMB Deputy and Marshal ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/8e56cfd1-b2b1-4a66-9bbe-79ff35af0959) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/7bb2ca88-ddef-4fb0-97e1-bf1b68cd01c8) ### Hazard Vests and Insulated Gloves ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/0ba75249-984b-4c20-9685-12d7c9a0bcc0) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/d58766a9-a40d-467b-ac68-38249f9571ca) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/51ff0d16-b1a3-4fa2-974d-78f1c9995279) ### Workwear ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/3a747679-6f50-4e64-8054-1766ce3be8e8) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/3f4965c8-1472-497c-956f-05b1cd9729e5) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/40d6cbfd-ac95-4839-bf2b-11d320732755) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/b7c9e8b7-178f-442b-8a7e-356d942f9cc8) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/f3199711-696e-49e6-903a-5b7a0c3be370) ### Overalls ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/27489308-3c60-42ca-a8e8-aaa854b0eabf) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/dcd1fe5d-79d6-467d-afee-d46303186e24) ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/9b1f6194-ba31-4149-a157-80e1a0fcc460) </details> # Changelog :cl: add: Added trucker hats to the Solaris and Trijent Trucker survs. add: Added the CMB Marshal jacket to the CMB Marshal. imageadd: Differentiated the CMB Deputy and CMB Marshal jackets to accurately know which is which. Courtesy of AmoryBlaine. imageadd: Added new insulated gloves, coveralls (Tan/Red), updated the blue coveralls, Five Colonist Clothes (Grey/Khaki/Pink/Blue/Green), updated the Orange/Blue/Black hazard vests and updated the CMB Uniform and Cap. Courtesy of AmoryBlaine. /:cl: --------- Co-authored-by: Jeff Watchson <[email protected]>
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Tweaks oppressor (cmss13-devs#5759)
# About the pull request Raises the tailhook from 7 deciseconds to 8 deciseconds. # Explain why it's good for the game On my last PR i tweaked this from 8 to 7 thinking it wouldnt be too impactful but people giving me ""FEEDBACK"" have made me realise this is a bit too fast with players with 200+ ping above, originally i wasnt going to do this because i was planning on a full rework but i dont want to leave it ''broken'' for the time being. # 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: Oppressor tailhook is now 8 deciseconds instead of 7. /:cl: Co-authored-by: InsaneRed <[email protected]>
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Shiva's Panic Room Nightmare Insert (cmss13-devs#5800)
# About the pull request On the day of the xenomorph incursion on the colony, the alarms started blaring calling all colonists to take shelter and hide, top Administrators made a break for the Spaceport shuttles. All but one, the Assistant Operations Manager knew the shuttles would be gone by now, so they opened the panic room for all civilians who wanted to be safe from the aliens. Now we are in the present day, the supplies are running low, the weapons are lackluster to deal with the xenos and outside contact has been cut off, same as the power in some areas. A group of doctors, scientists and normal civilians lead by the Assistant Manager must find a way to survive before it is too late for their rescues arrival. # Explain why it's good for the game More nightmare inserts are great. I like the story they provide and this time I did not majorly buff them, hopefully this can be merged same as the LV one. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/79063506/a7297c7b-4e60-41c6-a336-85dc2ea17d9c) </details> # Changelog :cl: mapadd: added a new nightmare insert in the Operations Panic Room on Shivas --------- Co-authored-by: Jeff Watchson <[email protected]>
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(Slightly) Less confusing failure message for built-in visors (cmss13…
…-devs#5804) # About the pull request Resolves cmss13-devs#5799 by adding a failure message when trying to remove a built-in helmet visor. # Explain why it's good for the game Slightly less confusing for players. # 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: Added a failure message when trying to remove a built-in helmet visor. /:cl:
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Balance : set base price for B12 to 30 and for the M4 to 20. (cmss13-…
…devs#5698) # About the pull request 1-set base price for B12 to 30 and for the M4 to 20. 2-Medic comtech and SL have a discount of 20% because they have extra supplies to by that are dependent on their role. 3-I also remove the free M4 for the FTL. 4-change price for drop pouch from 15 to 10 If you think M4 base price is to low i can increase it to 25. if you think discount is to high or low i can change it... if you think removing M4 to FTL is to much i can give them a discount for armors or just for the M4 lowering it to 16 instead of 20 <!-- 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 1-base price for B12 was already 30 but i am lowering M4 cost because it only give limited advantage 2-Medic comtech and SL had all some sort of discount for a bunch of items so here i am just picking a discount that seem balance. 3-This is to avoid people choosing FTL for the extra free armor instead of picking Rifleman. 4-I think it's to expensive for what it is and it's very niche use. and because Spartan asked me. ![image](https://github.com/cmss13-devs/cmss13/assets/117036822/a951f5c7-2593-4e18-bf93-16901dc282b2) # 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: set base price for B12 to 30 and for the M4 to 20. balance: Medic comtech and SL have a discount of 20% for the B12 and M4. (B12=24 & M4=16=) balance: removed the free M4 for FTL but added FTL the option to buy it for 20. balance: changed the price of Drop Pouch from 15 to 10. /:cl: --------- Co-authored-by: Julien <[email protected]>
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Reduces automatic research chemical contents property string (cmss13-…
…devs#5738) # About the pull request Obfuscates automatic research chem suffix on health analyzers, for example, `ACR1ATX1BNM5REG1BST10OMB5NGN1NTR1` to be just `7a`, or any other two random characters instead. Does not hide properties from showing on the research paper as they did before however. # Explain why it's good for the game Cleans research chemicals with many properties from excessive text bloat on health analyzers Non-corpsman grunts with a medical analyzer on the front should probably not be able to deduce all effects of a custom research chemical just based on its unique identifier. You can still ask your local corpsman or researcher. Or they may also simply label the containers appropriately. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/8878624/c27b76a5-a9fb-4066-94bf-40e213be38fb) ![image](https://github.com/cmss13-devs/cmss13/assets/8878624/d903b30c-9739-4b69-a20e-47ae41982fd6) (Before this PR, this whole thing would show up in medical analyzer next to your chem name, ew) </details> # Changelog :cl: balance: health analyzer no longer shows large custom research chem property text rows. /:cl: --------- Co-authored-by: Megaddd <> Co-authored-by: BeagleGaming1 <[email protected]>
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adding vendors for maintenance technician (cmss13-devs#5749)
# 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: add: adding vendor for maintenance technician. code: remove some item that maintenance technician spawned with and put them in is vendor instead. maptweak: replaced secured closet by vendor for maintenance technician. /:cl: --------- Co-authored-by: Julien <[email protected]>
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Fix runtime since HAS_TRAIT doesn't null test (cmss13-devs#5811)
# About the pull request This PR is a follow up to cmss13-devs#5795 fixing a runtime should you swap to an empty hand during welding. This should be caught if we used `INTERRUPT_ALL` instead of `INTERRUPT_NO_NEEDHAND` but maybe multitasking something else like wire maybe was intended. # Explain why it's good for the game Fixes ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/321a502f-c5c3-4add-9add-65652428143e) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/76988376/66e29f49-3696-401f-bd6c-da12e5d3cd71 </details> # Changelog :cl: Drathek fix: Fixed a runtime when swapping tools during cade welding /:cl:
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Commits on Feb 27, 2024
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Fixes acid pillars shooting captured humans (cmss13-devs#5807)
# About the pull request Fixes cmss13-devs#5806 by making `/obj/effect/alien/resin/acid_pillar/proc/can_target()` check if the target is nested. This specifically only checks if they're nested and not if they've actually been hugged to avoid the same issue happening in the rare cases where both aren't true. # Explain why it's good for the game Acid pillars shouldn't be helping marines by killing captured people. # 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 acid pillars shooting nested marines. /:cl:
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Brig Area Update/Refactor (cmss13-devs#5723)
# About the pull request Updates Brig Areas to be more concise with new design Also alters dropship hijack crash areas <!-- 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 in X area of brig, hiding/dead/dying etc. are much easier to find. Also Mapper OCD Dropship doors landing in space = bad # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: LTNTS add: brig areas: warden office, MP bunks, starboard hallway, interrogation room, evidence storage spellcheck: changes brig surgery to brig medical code: removed some brig areas from hijack, added other brig areas /:cl:
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Pried dropship's hatches cannot be locked again (cmss13-devs#5808)
# 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. --> cmss13-devs#5015 this PR allowed a lot better control of the doors for POs, but as it turned out Queen cannot disable door control from the outside anymore. So it led to dropships to be basically unenterable if PO controls the cockpit. Now pried open hatch cannot be remotely locked anymore. Engineer can fix the door by multitooling. # Explain why it's good for the game Xenos can assault dropships again. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![2024-02-25_21-02-58](https://github.com/cmss13-devs/cmss13/assets/115417687/5f38c206-e26c-43fe-b247-cb2dd407797a) </details> # Changelog :cl: ihatethisengine balance: Pried open dropship hatches cannot be remotely locked anymore /:cl: --------- Co-authored-by: Drathek <[email protected]>
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Admin Verbs - Hide now hides Control Mob verb (cmss13-devs#5827)
# About the pull request Control Mob verb was added to admin verbs and doesn't hide. I will accidently click this and take control of some poor guy's character. # 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: Admin verbs - Hide will now hide Control Mob verb /:cl:
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Fix bound math on mass screenshot verb (cmss13-devs#5814)
# About the pull request This PR is a follow up to cmss13-devs#5165 fixing the mass screenshot verb. See screenshots section below for comparison. As far as I can tell the max x and max y is unchanged from before to now, so its just the concept of a min x and y that was handled incorrectly in how this verb was modified: Before that PR: `cur_level.x_bounds: 175 cur_level.y_bounds: 226` After that PR: `MAP_MAXX: 175 MAP_MINX: 1 MAP_MAXY: 226 MAP_MINY: 1` # Explain why it's good for the game Bug fixes are good. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Before this PR: ![before](https://github.com/cmss13-devs/cmss13/assets/76988376/a5b44164-b621-423b-af05-af20bd28fb57) After this PR: ![after](https://github.com/cmss13-devs/cmss13/assets/76988376/da8e9a5a-3bae-4a5e-a918-6daf9dc44f37) </details> # Changelog :cl: Drathek fix: Fixed the Mass Screenshot Debug verb bounds /:cl:
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Fix cas ammo consumption logic (cmss13-devs#5824)
# 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. --> Fix cmss13-devs#5578 # Explain why it's good for the game Bugs bad # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: ammo consumption logic for cas tgui correctly counts /:cl:
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TWE on Who. (cmss13-devs#5837)
# About the pull request Selfevident. # Explain why it's good for the game Is fix. # Changelog :cl: admin: TWE mobs are now properly counted on Who screen. /:cl:
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Fix for fisticuffs causedata. (cmss13-devs#5836)
# About the pull request Selfevident. # Explain why it's good for the game Is fix. # Changelog :cl: fix: Fisticuffs attacks are no longer attributed to wrong mob. /:cl:
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Names for nodes and traps. (cmss13-devs#5831)
# About the pull request Selfevident. # Explain why it's good for the game In all honesty, this is a personal gripe. I have poor eyesight and a laptop with small screen, so this annoys me more than it should. Xeno traps, by design, look almost like regular weeded tiles, save for small part of the actual trap in the middle of the weed square. If properly hidden underneath big enough pile of items, the only way to tell without rightclicking is to mouseover it and read the name in the bottom left corner (which is not all that large). With the current sprite for the weed node being a square of weeds with a small node in the middle of it, nodes behave exactly the same. That is not a problem per se: the challenge of telling a trap from a node is no different from the challenge of telling a trap from regular weeds. The problem lies in the fact that their supposedly telltale _names_ are the same save for two letters, and h/n and l/d do not even look all that much different at a glance. To make things worse, these two things require exactly opposite approach. Nodes are completely immune to bullets, and the correct course of action is to come close and take them out with a bayonet. Traps will stun you with acid if you come close with a bayonet, and the correct course of action is to take them out from a distance with a single bullet. Confusing one for another can be irritating at best and fatal for your character at worst. May this little change make life less painful for all the scout players that ever tried to stab an acid trap. # Changelog :cl: spellcheck: Changed names of "resin node" and "resin hole" to "weed node" and "resin trap" respectfully. /:cl:
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Faction frequences (cmss13-devs#5833)
# About the pull request I pondered for a bit whether FORECON fixing radiotowers should allow them to simply use Almayer's frequences (which might require giving them appropriate headsets or not), but decided to keep it out of scope for now. Tell me if we actually want it to be a thing. Also, we apparently have `FACTION_USCM` and `FACTION_MARINE` both \#defined as same thing. Before it would get out of hand, I am axing it in favour of more commonly used one of the two. P.S. I am not sure what is the matter with wiping frequences. Even after fixing the spelling in the `switch`, it does now remove them from the list, but that does not seem to prevent them from working. I am calling that out of scope for now too and leave investigating it for another day. # Explain why it's good for the game Fixes cmss13-devs#4766, fixes cmss13-devs#5797. # Changelog :cl: fix: FORECON and RMC now can add their frequences to groundside radiotowers. /:cl:
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Fixes the M707 spotting scope teleporting its user and M707 attachmen…
…t camo (cmss13-devs#5832) # About the pull request Adds some extra checks to the spotting scope to kick a user out if more things (going prone, dying, moving) occurs. Also fixes an issue where m707 attachments weren't reflecting their maps camo despite having the sprites to do so. Closes cmss13-devs#5385 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/41448081/5fcdbe5f-37e4-4180-a73c-aa5019b326d3) ![image](https://github.com/cmss13-devs/cmss13/assets/41448081/dbf2d46c-a425-4979-a2e0-b9db2016c489) </details> # Changelog :cl: fix: M707 spotting scope should no longer teleport its user. fix: M707's attachments should now correctly reflect the map's camouflage. /:cl:
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Fix for survivor hostility message. (cmss13-devs#5828)
# About the pull request Followup to cmss13-devs#4628. That PR added the message telling CLF survivors that they are hostile, but it is based on the hostility of the entire survivor job, which is only toggled by the nightmare landmarks that make all the survivors hostile. It repeatedly gets CLF survivors in regular rounds confused when they get the nonhostile version - thus, a fix with an added reminder that they should not be shooting the resident guard/director/whomever. # Explain why it's good for the game Is fix. # Changelog :cl: fix: CLF survivors no longer incorrectly get told that they are not hostile to marines. /:cl:
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Fixes Trading Card Descriptions (cmss13-devs#5812)
# About the pull request Because I'm an idiot I messed up the order of the green and red cards (so they are inverted) I also am deciding to invert the order of the blue cards (as it makes more sense for the ICSC logo to be the rarest) # Explain why it's good for the game Would be good for the descriptors to be accurate # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: spellcheck: Fixed the order of trading cards (as they were accidentally inverted) /:cl:
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Commits on Feb 28, 2024
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Moves current UPP/CLF combat synths into a support role (cmss13-devs#…
…5830) # About the pull request We discussed combat synths on the maintainer meeting yesterday, specifically the UPP/CLF ert's and we've come to the conclusion and decided we want Synths in those ERT's to be more support focused primarily which is why we're removing the ability for them to use guns. This is done by disabling the allow_gun_usage variable. (The whiteout deathsquad will not be affected by this change.) The CLF Synth survivor on LV will also be affected by this change. (The whiteout deathsquad will not be affected by this change.) I'll make a separate PR to adjust what equipment synthetics get which are affected by this change to help facilitate the removal of gun usage. In the future, we will make a component for Synths that allows the CLF synth/s specifically to randomly have their "laws" scrambled and switch between different set/s to bring into the hacked aspect further. Admins can still enable gun usage as before by setting the VV allow_gun_usage to be True for their events. # Explain why it's good for the game It is very un-fun for both Xeno and Marine to fight a combat synth due to the power level they are at which includes less stun, no bone breaks, no pain, and a rather quick repair time. In turn, we want them to be more on the back-line and assist the actual combat troops with medication, setting up defenses, maybe handling prisoners and so forth instead of being a OP killing machine. # 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: Nanu balance: Removed the ability for Combat Synths in the UPP/CLF ERT to use guns, as well as the CLF Survivor Synth. add: Did a few minor tweaks to help fill in some of the space given by the removal of guns/ammo from the Combat Synths loadout. /:cl:
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Reverts Removal of M4 Armor From FTL (cmss13-devs#5834)
# About the pull request Readds M4 armor to the FTL vendor prep. <!-- 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 removal of the M4 armor by PR cmss13-devs#5698 was out of scope for the changes it brought. The M4 was intended as a unique item for RTOs/FTLs and removing it because "This is to avoid people choosing FTL for the extra free armor instead of picking Rifleman" is a rather weak reasoning, there is no data to support the argument that players pick the FTL solely for free extra armor. On any given round it is already difficult to fill the slots for FTL. Removing features that make the role unique is not the way to go about increasing quality of the players who choose it, if anything it would have the opposite effect. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> </details> # Changelog :cl: balance: Readds M4 armor to FTL vendor as a default item /:cl:
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Fix dropship equipment infinite loop (cmss13-devs#5823)
# 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. --> Resolves issue patched by cmss13-devs#5817 # Explain why it's good for the game Bugs are bad # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: code: removed duplicated signal code from dropship equipment /:cl:
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Automatic TGS DMAPI Update (cmss13-devs#5841)
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]>
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Fix for crates and traps. (cmss13-devs#5835)
# About the pull request This is essentially a revert of cmss13-devs#3075. # Explain why it's good for the game Firstly, I can challenge the basic idea of that PR. In my humble personal experience, when I pry apart crates (read: actually barrels), I am interested in their metal far more than in anything actually contained within. On the relatively rarer occasions involving actually prying crates of supplies for their contents, I am going to move the leftover planks of wood off the tile anyway - it does not make much difference whether they are on top or on bottom of the pile of supplies. But more importantly, I have to question the execution. Messing with layers of items on the fly is not a good idea. It is even worse idea to extend it to all the movable atoms instead of simply items. I assume that the intent is to affect structures, but side effects of that allow an outright exploit. If you know, you know. Some of the machinery crates can use a slight adjustment to make them look neater. I will probably get to that in a next PR once this one passes. # Changelog :cl: fix: Removed an exploit involving crates. /:cl:
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AUTODOC.md updates (cmss13-devs#5840)
# About the pull request Adds a link to the auto-generated codedocs page to `.github/guides/AUTODOC.md`. Also updates the link to the dmdoc repo, and changes '/tg/station' to 'CM-SS13'. # Explain why it's good for the game There's been a big bolded placeholder message right at the top of the file for 2 years and nobody noticed lol # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ### Before: ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/27af761b-9ab6-4980-a8f2-b7a8f7b0194f) <hr> ### After: ![image](https://github.com/cmss13-devs/cmss13/assets/57483089/c19496a9-b14f-42d7-bc95-277adb4c7b17) </details> # Changelog N/A
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Dynamic price for omnisentryguns round 3 (cmss13-devs#5702)
# About the pull request just copy of cmss13-devs#5226 but gona place it all here too Adds dinamic price to sentrguns, starts at 300 and goes up 100 points after each purchase. Aims to keep the anti spam meshures in place (makes them stricter in fact), while allowing players to purchase few of them for reasonable price. # Explain why it's good for the game Please before you put angry comments read this. Omnisentryguns are not used at all, and that is a shame, due to the changes that were were put in place to prevent sentryspam(they also weakened the sentrgun a lot along the way, it was not just price change) , but made them too expensive to buy just one. This PR changes it by setting the initial price to 300 and it goes up 100 points after each purchase. This makes it so that no pilot has reason to not buy at least one. It is balanced around 3 sentrguns for 400 points each, 5 sentrguns 500 points each ( old price) and 11 sentryguns 800 points each(that means for 8800 points, same as now), and if you try to buy more then current roundstart maximum of 11, they will cost more then they do now on avarage. This should enshure that FTLs and engineers can count with 1- 3 sentryguns each round and plan acordingly, decide if they want some for FOB, comms and hopfuly have one left to set up frontal outpost. In terms of effect on xeno gameplay, the sentrygun is quite weak after the nerfs, alone it can be taken down by basicly any two xenos with just a bit of efford and fold when t3 or defender attacks it. That means it serves the intended purpose, covering medics and engineers from skirmish castes, while slightly helping agains bigger threats while it is part of defended outpost. Please mind that the sentryguns can not be moved, so when marines overextend past it or are forced to retreat from it the sentry is good as dead. In terms of pilot gameplay it kind of nerfs experienced pilots who get loads of calls as they will be expected to spend some points on sentryguns and have less ammo as resoult and less expirienced pilots who would not be able to make use of the ammo anyway are given another tool that is easier to use and makes them contribute to the round. # 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: omnisentrygun price down to 300, but it goes up 100 points after each purchase /:cl: --------- Co-authored-by: Zonespace <[email protected]> Co-authored-by: vincibrv <[email protected]>
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Commits on Feb 29, 2024
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Adds UA 45-F, UA 60-FP, M2C, M56D ammo to req (cmss13-devs#5816)
# About the pull request Adds some missing ammunition to requisitions. None of these can be randomly gained via ASRS. - The new UA 45-F and UA 60-FP ammo crates cost the exact same as the other sentries' ammo. - The new M2C and M56D ammo crates were a bit more tricky. You can order M2C and M56D kits that also have ammo boxes, so I aimed at making the ammo ordering to be more cost effective than just getting a new gun and the ammo coming with it. | name | price | # of ammo boxes | --- | --- | --- | | m2c kit | $6000 | 4 | | m2c ammo crate (**added**) | $2500 | 2 | | m56d kit | $6000 | 2 | | m56d ammo crate (**added**) | $2500 | 1 | Resolves cmss13-devs#5745 # Explain why it's good for the game I believe it is just an oversight that these weapons had no ammunition available for order before. # Testing Photographs and Procedure Ordering and receiving: <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6b72a15a-9622-4158-9623-070747229f49) ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/39c88109-cb94-40fe-92b7-b0a1b6a6de6e) </details> # Changelog :cl: add: You can now order the following in Requisitions: M2C ammo, M56D ammo, UA 45-F mini sentry ammo, UA 60-FP sentry ammo. /:cl:
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Refactor stage three of black goo and added stage four. (cmss13-devs#…
…5739) # About the pull request Refactor black goo : 1- change how stage 3 was done because it was a mess. this stage function is to turn every infected into zombie. 2-add a stage 4 for when you zombie transformation is over. <!-- 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 stage three of black goo and added stage four. /:cl: --------- Co-authored-by: Julien <[email protected]> Co-authored-by: Drathek <[email protected]>
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Nightmare Insert Fixes & Elevated Nightmare Errors (cmss13-devs#5796)
# About the pull request This PR elevates nightmare insert errors to a runtime so they fail checks and corrects errors, removes, or properly disables inserts that were causing the errors in the first place. # Explain why it's good for the game Fixes cmss13-devs#5558 Various nightmares were not loading because of issues; this should restore various nightmares. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/5d883704-806b-4d32-8b21-82bad7eebac7) </details> # Changelog :cl: Drathek BadAtThisGame maptweak: Fixed various nightmare inserts that were not spawning; removing or disabling others that were not in use. maptweak: Updated containerroom_xenos insert for Solaris Ridge to include coms tower (BadAtThisGame) code: Nightmare errors are now a runtime. /:cl:
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adds stun to exiting maintenance stations (cmss13-devs#5822)
# About the pull request stun when exiting maintenance stations like in /obj/structure/closet/proc/dump_contents() <!-- 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 function similarly to other places mobs can hide in # 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: Lok1 add: maintenance stations stun when exiting like closets /:cl: --------- Co-authored-by: SabreML <[email protected]>
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Adds both the surv CLs and the USCM CL to the WY Faction (cmss13-devs…
…#5819) # About the pull request Title # Explain why it's good for the game The CLs (and the ICC CL) are members of the Company yet does not have WY IFF... kinda weird.... Made a new faction group to accomodate the survs who are members of Wey-Yu. Also changed the Traffic Control guys suit. (legacy uniform bad) # Changelog :cl: add: Added a new uniform to the Flight Control Operator. add: Added a new faction IFF grouping for WY Survs. add: Added the ICC and the CL survs to the WY IFF System. add: Added the USCM CL to the WY IFF System. /:cl: --------- Co-authored-by: Jeff Watchson <[email protected]>
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Commits on Mar 1, 2024
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fixes custom chemicals not working on the flamer nozzle (cmss13-devs#…
…5687) # About the pull request custom chems now work on the flamer nozzle # Explain why it's good for the game bug fix may impact balance minorly due to costing less when making a flamer chem cause of the lack of flowing property required when using the nozzle # Testing Photographs and Procedure https://github.com/cmss13-devs/cmss13/assets/140007537/33dc6ad4-145d-477d-a357-a7c1809eefe0 # Changelog :cl: fix: custom flamer chemicals now work on the flamer nozzle /:cl: --------- Co-authored-by: Drathek <[email protected]>
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Combat Correspondent Expansion Pt. 1 (cmss13-devs#5784)
# About the pull request All changes: Minor Changes: -Updates some older fax code and makes it more robust with iconstates for versatility -Splits all of the CC's outfits into seperate outfits not determined by camo -Makes all cameras start on 7 range (there was no reason for it to be 3, just a noobtrap that discouraged people from using cameras) -Makes photo album able to hold 28 photos (more space QoL and now it fits 4 rows of pics instead of cutting off) -Fixes some severe bugs with camera code that let you have infinite photos -Allows you to refill the camera without it being on 0 photos (if you can fit 10 more photos) -Fixes bug that caused camera to lie to you about the amount of photos left (and wouldnt let you refill when you ran out) -Makes taking photos faster and more responsive --- Major Changes: -Big boy camera changes * Cameras are now wieldable * Removes the ability to turn cameras off (it just led to people missing photos/thinking their camera was broken because it was so easy to accidentally turn off) * Cameras now have to be wielded to take photos * Gives the polaroid camera inhands and worn iconstates -Adds new CC vendor (devs didnt want me giving all of CC's outfits in a single locker like CL's which I disagree with but whatever :/) **See pic of it below** * Three non-starting undersuits tossed into the vendor * Four non-starting oversuits + Armor + B/W hazard vest in vendor * Basic backpack gear moved from starting into vendor under Essentials * Adds refill section from some of the stuff that was in locker and some other basic gear that noone cares about -Civilian CC now has a different gear loadout on start * Backpack gear moved to vendor in essentials * Given new portable fax backpack (see below) * GIven new broadcasting camera (see below) * Polaroid now starts on belt (with new iconstate to match) * Given single large pouch for storage for compensation now that they dont have an open backpack and beltslot -Adds new deployable fax backpack for the Civilian CC to spawn with * Doesn't require power to use * Most be deployed (similar to a m2c/m56d) to use * Cannot receive faxes while on the back * To be used for on the field (or not having to run back everytime) reporting -Adds new broadcasting camera for the Civilian CC to spawn with * Can take up to 20 photos before needing to be refilled * Can be wielded (looks dope) * Cannot be easily stored note: this is just an RP fluff item, it serves no real benefit besides storing 10 extra photos, it just looks cool. I may expand it in the future. Some people want it to broadcast to CIC/Lobby screen but eh, not for this PR. -CC room changes (Almayer) * New CC vendor * Adds a new Toner and Film in compensation for lost items -Redoes both Military and Civilian CC basic inventory to fit with new items + new vendor # Explain why it's good for the game CC, especially Civilian CC, can feel very limited at times. This PR seeks to give a general boost to QoL along with adding some new items for better RP. CC's often have to break from their groundside RP or whatever is going on to get a fax out (when faxes are pretty useless most the time in the grand scheme of things) so the backpack fax fixes that. The broadcasting camera is also just a cute little RP item that serves no real benefit but tell me you don't want to lug that big camera around on your shoulder while begging marines for attention # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> On spawn Civ CC: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/18c8c2e1-19e2-4d1b-af0c-3177e256e1e0) ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/b9f1a6ae-4a54-4eff-8f2e-f682d022eb6a) ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/eaf777bf-a5a6-4e9a-9747-5f36390cc997) ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/0ab0ba59-9b4f-45d2-a438-47ece6deb5bb) The broadcasting camera and new camera inhands: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/b75cfd32-d60f-4e20-b868-d7b711efb2cf) CC's new room with the vendor: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/f4e194ab-8ba6-4250-ab7d-4ad22c87b779) The new vendor🤢: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/c3c1d194-679a-4c95-9bc3-ccf22333aab5) Drip: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/4be45d42-7e10-403d-9dbd-7533d898a510) Fax backpack deployed: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/88893f43-4313-451b-8293-297a8ba5ec25) New camera wield states: ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/66342716-42ef-45ae-9ec0-3872267fad34) ![image](https://github.com/cmss13-devs/cmss13/assets/158611449/3978c1c2-bf00-479b-a46d-46e59700af5b) </details> # Changelog :cl: add: New Deployable Fax Backpack for the Civilian Combat Correspondent add: New Wieldable Broadcasting Camera for the Civilian Combat Correspondent add: Cameras can no longer be turned off but have to be wielded to take photos add: Add's new Combat Correspondent vendor with CC's basic outfits and standard gear fix: Fixes numerous camera/photo bugs imageadd: Adds new itemstates for the polaroid camera /:cl: --------- Co-authored-by: Drathek <[email protected]> Co-authored-by: SabreML <[email protected]>
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Removes an unused variable from code (cmss13-devs#5844)
# About the pull request Removes "ignore_slots" from hive status, as far as I can tell it doesn't do anything? nowhere else is it mentioned in the code, and the gitlab archive is the same. <!-- 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 useless vars... bad? # Testing Photographs and Procedure <details> <summary>Testing </summary> it compiled. </details> # Changelog no player facing changes
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Fixes the pulling of trading cards out of a pack message being visibl…
…e to other people (cmss13-devs#5852) # About the pull request Fixes the pulling of trading cards out of a pack message being visible to other people. # Explain why it's good for the game Bug bad. # Testing Photographs and Procedure # Changelog :cl: fix: Fixes the pulling of trading cards out of a pack message being visible to other people /:cl:
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Fixes traps triggering when shuttlecrushed (cmss13-devs#5820)
# About the pull request Nullspaces traps when they get shuttlecrushed. Currently, if traps get shuttlecrushed, huggers/acid appear on the dropship, instead of them simply getting deleted. This might be a godawful way to do it, but this seemed the cleanest solution to me. Fixes cmss13-devs#5798 # Explain why it's good for the game Shuttlecrushing should properly delete objects below them, it just happens that hugger/acid traps forcibly trigger upon `Destroy()`. # Testing Photographs and Procedure Hugger and acid traps getting shuttlecrushed: <details> <summary>Screenshots & Videos</summary> https://github.com/cmss13-devs/cmss13/assets/49321394/87540656-59b1-4299-aa73-b630b72dc1b1 </details> # Changelog :cl: fix: Hugger and acid traps no longer activate when they get shuttlecrushed. /:cl:
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Changes overwatch consoles to useSharedState to prevent losing state …
…information upon closing the UI (cmss13-devs#5850) # About the pull request Overwatch console will now save your filter settings, and they affect other people using the console # 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: Overwatch console will now save your filter settings /:cl:
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Commits on Mar 2, 2024
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