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# About the pull request Revival of cmss13-devs#7381. Adds Light Replacer to ComTech and normal tool storage vendors, adds recipe to Autolathe. Recycles broken lightbulbs, both when replacing them in holders or inserting them manually, turning 3 broken bulbs into 1 new light. # Explain why it's good for the game Light Replacers are handy but understated tools for quickly getting light back to places with active APCs but is barely avaliable outside of ones placed on maps and isn't as smooth to use as it could be. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: Added the Light Replacer to tool storage and to the autolathe. The Light Replacer can now also recycle broken bulbs, either directly when replacing or when inserted by hand. /:cl: --------- Co-authored-by: harry <me@harryob.live>
# About the pull request Title <!-- 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 Changes were untested, over-tuned and a net negative for the game, numerous interaction changes such as all shrapnel from a NON OT claymore can deal upwards of 400 damage under the circumstances of all shrapnel hitting, possibly killing a majority of t2s without a chance to dispute said damage, this among every single other thing that uses shrapnel, breach charges, grenades, etc, make it unfun and quite frankly just stupid to fight. # Testing Photographs and Procedure https://streamable.com/kplvey https://streamable.com/xkt19k</summary> # Changelog :cl: balance: reverted all direct shrapnel buffs from cmss13-devs#7581 /:cl:
…mss13-devs#8496) # About the pull request title # Explain why it's good for the game continues the last prs i was waiting for prs to get merged before making this # 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: Moves all of crusher abilities to its own files, strains to theirs and removes some one letter vars /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm>
# About the pull request This PR simply adds a wrapper for icon_states so it can be called via adv proccall. # Explain why it's good for the game Debugging! # Changelog No player facing changes.
# About the pull request There's a rare case where the chat might not init, this also adds a second check if telemetry was received and if not, re-requests it once. Fixing some tgui issues. recommending to TM. Brings the chat closer in sync with https://github.com/tgstation/tgstation again, some of the other changes that exist on TG are likely better for you to check on your own, especially the option to link / unlink font sizes, etc. # 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: numberInput works properly again with mouse movement fix: the chat will no longer init before settings are loaded qol: chat settings can be in / exported qol: chat tabs can be reordered /:cl:
# 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 Playable huggers are supposed to help xenos cap on the frontline and be comparable to an egg morpher \ carrier, they aren't supposed to go off on solo missions and you shouldn't need to react to a hugger within 1 second or be removed from the round for 30 minutes. This puts their hug time inline with carrier (which I still think is stupid since a carrier literally slams hugger into your face but w/e) # 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: Increased facehugger leap windup time from 1 second to 2 seconds (crawling hug time unchanged) balance: Increased facehugger health loss off weeds from 1 to 2 balance: Facehuggers now lose health off weeds regardless of if resting or not (exception is watcher in watch mode) /:cl:
the window was still keeping focus because it reset its geometries after being closed. stupid :cl: fix: tgui windows closing should no longer cause sticky keys /:cl: Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
…s13-devs#8606) ~~and when i no longer need to support 515 i can simply delete the old one~~ the old one was targeting ie8 compatibility and the new one works on ie11 so :cl: admin: the audio player works on 516 again - go crazy /:cl: --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
…mss13-devs#8669) # About the pull request see title # Explain why it's good for the game fixes cmss13-devs#8640 # Testing Photographs and Procedure good first issue rings true # Changelog :cl: fix: barricades now display the correct open/close message /:cl:
# About the pull request Squad Gear racks now autoequip purchased B12, M4 armors, purchased belts et cetera. Same QoL that was implemented for rifleman vendors but not extended to gear racks. # Explain why it's good for the game quality of life # Testing Photographs and Procedure i tested it and it works this is my first serious pr let me know if it's fucked up 😛 <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: squad gear vendors now autoequip gear when possible /:cl:
# About the pull request pointing cooldown now = 25 vs 50 ticks prior, leadership cooldown remains at 10 and with big arrows # Explain why it's good for the game as it stands, the pointing cooldown of 50 is awkwardly long, and while it prevents spamming it also negatively impacts tactical awareness and easy non-verbal communication halved cooldown should still prevent spamming, shouldn't outclass the pointing abilities of leaders, but allow for more efficient communication (especially for indicating cross-referencing between 2 pointed-at objects) # Testing Photographs and Procedure its just a constant edit Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: qol: halved the untrained pointing cooldown /:cl:
…13-devs#8442) # About the pull request Replaces xeno devour with hauling, while keeping it as mechanically close as possible to the previous mechanic. Also removes stomach_contents from code Also Fixes cmss13-devs#8382 Technically Fixes cmss13-devs#7966 Fixes cmss13-devs#8418 # Explain why it's good for the game I was told devour isn't lore accurate. I don't think xenomorphs ever actually swallowed hosts whole like pythons in the movies, although I actually never watched any of them so I couldn't tell you. Also there's the other obvious reason ~While hauling functions basically the same as devour (host won't take damage from external sources while hauled, etc), the damage taken by the xenomorph while a host is trying to break out of the haul might be lower or higher than with devour, as it used to be a 30% chance of dealing damage to xenomorph when trying to move inside of them, whereas now you will just hit the xenomorph with your weapon with a regular melee attack cooldown. I tried to adjust the damage accordingly, but it may need to be raised or lowered in testing.~ Breaking out of the haul now works the same and deals the same damage like previous devour Credit towards Molto for the original PR this works off on, as well as Kugamo which I was told by Molto that he helped a lot with the original PR. # 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.  https://github.com/user-attachments/assets/1899fdcd-d004-45c0-a220-519adfb54a35 </details> # Changelog :cl: Mikrel0712, Molto, Kugamo add: Replaced xenomorph devour with hauling. /:cl: --------- Co-authored-by: casperr04 <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: kiVts <48099872+kiVts@users.noreply.github.com>
# About the pull request Make resin doors ignore living mobs with DEAD state. # Explain why it's good for the game Lets be honest, that is one of annoying thing that you can experience as xeno (especially as builder) is, when you accidently kill marine in door or they die inside door, as downsite you now need to deal with non-stop open door, unless they get "consumed by weeds" with can take a looong time. # Testing Video Below <details> <summary>Click to see video HERE:</summary> https://github.com/user-attachments/assets/27c43cff-bbea-4839-9674-3d06621c0950 </details> # Changelog :cl: Venuska1117 qol: Resin Doors now Ignore living mobs with DEAD state. /:cl: --------- Co-authored-by: Venuska1117 <venus117@o2.pl>
…handfulls of ammos first (cmss13-devs#8697) # About the pull request E.g you insert a handfull of slugs into a shotgun belt, it will first try to fill existing slug handfulls first. This also allows you to quick equip into storages that are full but have handfulls of ammos with extra space in them # Explain why it's good for the game qol # 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: Handfulls of ammos inserted into storages will now try to fill other handfulls of ammos /:cl:
# About the pull request fixes cmss13-devs#8661 # Explain why it's good for the game bugs bad # Testing Photographs and Procedure trust me # Changelog :cl: fix: fixes not being able to build folding plasteel barricades on the same tile as other barricades /:cl:
# About the pull request title # Explain why it's good for the game I dont think a queen and a runner should open the door at the same time # 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: Xenomorphs now open doors faster depending on their tier / mob size /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com>
# About the pull request This PR refactor urange, splitting it into two procs: long_range and long_orange. It removes the behavior of adding an area to the list (nothing used this aspect), and fixes urange with dist 0 not including center contents if it was a turf. # Explain why it's good for the game Ultimately this was done because of confusion about what the proc does and why. That should now be clarified, and it should be the tiniest bit more performant. # Testing Photographs and Procedure See comment below. # Changelog :cl: Drathek refactor: Refactored urange into long_range and long_orange /:cl:
can't send ultra big topics on 516 anymore, so we chunk it up instead --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
stickykeys could also occur by the browser sending more key events /after/ it stopped rendering itself :cl: fix: fixes sticky keys (even more) /:cl: Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
# About the pull request Adjusts the minimum age for many shipside roles. read the changed files for the specifics # Explain why it's good for the game Many of the ages were legacy for when the roles were of much higher rank, and others haven't been in comparison to other changes, for instance XO currently has a higher min-age than CO. # 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: Some roles have lower minimum ages to represent their ranks better, no gameplay changes. add: Being below the minimum age for a role now sets you to that minimum age, plus two years. /:cl:
# About the pull request Previously when initiating any kind of pounce or other similar action when directly next to the target would always miss if the target moved at the same time as our action went off. This PR provides an additional check for this happening and reinterprets it as a hit. This is only triggered when all of these conditions apply: 1. At the end of the pounce the target is max 1 tile away from us. 2. At the end of the pounce the target is max 1 tile away from the tile we started the pounce from. 3. The target was direct clicked (just the same tile doesnt count). Affected castes: Facehuggers, Runners, Lurkers, Defenders, Warrior, Base Ravager, Base Prae, Vanguard Prae, Base Crusher, Predalien # Explain why it's good for the game Missing pointblank pounces due to lead error is non-sensical. Also new players wont understand why they missed. <details> <summary>Here is an example for hugger pounces</summary> This can happen even when the hugger and the target is on the exact same tile, which is even more ridicilous. https://github.com/user-attachments/assets/453c0e54-53df-4c5e-aa43-767bcf7296e5 </details> # Testing Photographs and Procedure Extensively tested with huggers, and doesnt produce any unintended behavior on other castes as far as I have seen. # Changelog :cl: balance: Point blank pounces/lunges can no longer miss /:cl:
# About the pull request Changes the Field Doctor timelock from 5 hours of medical roles to 5 hours of doctor/surgeon. # Explain why it's good for the game The current timelock does not require you to have any experience as a doctor prior to playing as field doctor. You can only have played as corpsman or nurse and go straight into field doctor. Seeing as how you are alone as the field doctor and the treatments you are required to perform are expanded, players should become familiar with doctor treatments prior and have access to other doctors to help teach them. # Testing Photographs and Procedure Two line change. # Changelog :cl: MeH0y balance: Changes Field Doctor Timelock /:cl:
🆑 add: there's now a new tgui scale option in settings for people with high dpi monitors using windows scaling that allows you to toggle between having windows be larger but their contents the correct size, or having windows be the normal size but their contents shrunk down fix: people with a different windows scaling option than 100% on 516 can drag windows normally again /🆑 --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
# About the pull request This PR is a follow up to cmss13-devs#8481 and cmss13-devs#8632 fixing some of the icon_states having spaces, extra_titles (admins.txt) not trimming spaces (didn't use `ckeyEx` like every other prefix does), and centers the byond logo since it looked very wonky being different. At request, the ooc.dmi is now part of the config rather than in the repo (and has been uploaded to all cm instances). # Explain why it's good for the game Working OOC icon states that don't look wonky. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: Drathek code: Refactored icon_states usage from handle_ooc_prefix to a glob list fix: Fixed extra_titles not stripping spaces for ooc icons imageadd: Centered byond logo ooc icon admin: Admin rank is now the last ooc icon config: ooc.dmi for rank icons is now expected in the config folder /:cl:
…nd + Minor edits. (cmss13-devs#8722) # About the pull request Makes Overwatch Console, Security Records, Whitelist Panel, Modifiers Panel, Research Terminal (Pain), Dropship Computer, and the Biomass Analyzer's TGUI scroll without leaving behind the CRT theme. Also minorly: - Adjusts my weird scaling of OW - Replaces a HR with a Divider - Adds a bunch of stack.items to make fill-ing work properly at not over fill off the window and move the scrolling to just the stuff that needs scrolling for Whitelist Panel + Biomass Analyzer - And also lowers the amount of dead space taken up by a button in Whitelist Panel, gave the space to the CKEYs Resolves cmss13-devs#8721 <!-- 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 Look pretty and not weird # Testing Photographs and Procedure Looks alright on 515 aswell, only minorly poked around, but nothing should have broken. <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: MistChristmas fix: Fixes some UIs CRT theme being left behind when scrolling. /:cl:
# About the pull request some early returns on admin stuff so they dont have to go through the entire proc if they accidently press it # Explain why it's good for the game better code # 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: Some early returns for admin procs /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm>
# About the pull request The active state of the K9 tracker was removed during a reorg of the sprite files. Placing it back to fix the invisible tracker bug. # Explain why it's good for the game Bug Fix Good # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixed missing sprite for active K9 tracker /:cl:
) # About the pull request we batch up chat messages and send them over in groups to indexeddb across the iframe, and write them in a ring which loops round at MAX_MESSAGES. when being read, we read from the start of the loop and reassemble the last MAX_MESSAGES number of messages # Explain why it's good for the game title if that makes sense to like anyone # Changelog :cl: code: Chat saving to indexdb is reworked /:cl: --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
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About the pull request
Explain why it's good for the game
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>tags.Changelog
🆑
add: Added something
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
code: changed some code
refactor: refactored some code
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: