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Strobia wants to merge 71 commits intoRed-byte3D:hammerfrom
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testtttttttttttttt#2
Strobia wants to merge 71 commits intoRed-byte3D:hammerfrom
Strobia:master

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@Strobia Strobia commented Mar 11, 2025

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:

cmss13-ci bot and others added 30 commits March 5, 2025 01:40
# 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.

![image](https://github.com/user-attachments/assets/d9529632-0f4d-4df6-8f73-3250d4bbba3a)


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:
BOBAMAx and others added 28 commits March 10, 2025 14:21
# 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>


![image](https://github.com/user-attachments/assets/05714d7a-cdb4-419d-a5bc-fd182984ccf6)

</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>
@Strobia
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Strobia commented Mar 11, 2025

LOL THATS AWESOME

@Strobia Strobia closed this Mar 11, 2025
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