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* Makes egg-sac eggs not support playable huggers (#8278) # About the pull request If there is eggs BEFORE you put a cluster down as a carrier, the eggs will not support a playable hugger. However any egg put after a cluster was placed will still support huggers(eggsac only) # Explain why it's good for the game Alot of people were complaining about how an oppressor + eggsac combo, or eggs designated to trap people by carrier players were being used up by playable huggers, this should remedy that while still allowing some huggers to spawn out of correct eggs. # 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: Eggsac carrier eggs no longer support playable huggers IF there is no cluster BEFORE they are placed, eggs put on clustered/hive weeds still allow huggers /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8278 [ci skip] * Fix Stat Browser not restoring font size (#8267) # About the pull request This PR updates statbrowser to utilize byondstorage (516) to restore and save the font size. Also of note, this PR requires 516.1652+ because of https://www.byond.com/forum/post/2961371 buuut that version has rendering issues soo hopefully that'll eventually be fixed. Otherwise the changes will just be trampled by chat. Unfortunately I can't properly reuse storage.js here because its not a proper TGUI window (I guess for compatibility reasons) so I had to reimplement all the extras nuances to reading a value... # Explain why it's good for the game Preferences should be saved and restored properly. # Changelog :cl: Drathek fix: Fixed stat browser not saving/restoring font size value on 516 /:cl: * TWE Royal Marine Corps Re-Armed (#7787) # About the pull request Royal Marine Commandos. A name that inspires many. Yet only select few pass the selection process. This PR aims to bring that notion to life. Reorganizes and restructures gear and skills of the RMC ERT and its presets, adds a new lore-friendly assault rifle for TWE (L23), making them look more like a fighting force of the most advanced nation in the theatre, rather than some shmucks armed with ancient AUGs. I would like to credit Vandu-Jr and Zenith for giving me their sprites for L23, L42A3, L5 Bayonet and uniforms as well as somerandomguy3214 (Lou) for giving me insight into RMC's lore. # Explain why it's good for the game TWE content always felt extremely subpar compared to UPP, USCM and even CLF counterparts. Making them resemble an elite fighting force will promote better roleplay and interactivity, as well as making it easier for them to be integrated into events, as they are now a self-sufficient unit, rather than a bunch of guys with fancy vests. # 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.            Videos of testing are available on demand. Please comment that you want to see them, and I will send them to you via Discord. </details> # Changelog :cl: add: L23 Assault Rifle based on NSG23, which is a lore-friendly RMC weapon add: L42A3 Designated Marksman Rifle. RMC alternative to M4RA. add: New ERT role: RMC Corpsman. add: New presets: RMC Captain and RMC Major. add: multitude of RMC-specific attachments. add: NSG23 Training magazine loaded with rubber bullets. add: integrated medical visors to all of the RMC helmets. add: RMC surgical cases that fit 5 surgical items. Available only as part of RMC kit. add: TWE Variable Zoom Scope. Self-explanatory. add: RMC Service uniforms. balance: reworked RMC skills to be more reasonable. balance: gave RMC Smartgunner Breacher helmet. balance: RMC Marksman is now equipped with ID-locked NVG goggles. balance: includes my NSG23 Rework buffs to NSG23's firerate and added recoil. balance: fixes MRE Rifleman to now carry ammo boxes for the team as well. balance: moves Breacher to the Engineer category for the ERTs. fix: RMC L5 Bayonet finally has dedicated sprites imageadd: new overlays and sprites for NSG23 mags. imageadd: new RMC uniforms. config: changed RMC ERT config to deploy a medic and slightly changed their xenomorph awareness fluff (added 5% to them being faintly aware of xenos) spellcheck: changed NSG 23 extended magazine's name to "NSG 23 high-capacity drum magazine". /:cl: --------- Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: harryob <me@harryob.live> * Automatic changelog for PR #8267 [ci skip] * Fix predator limit (#8248) # About the pull request This PR fixes an oversight where predator limit was not working because for whatever reason predators are the only whitelist where `get_whitelist_status` doesn't return the defines in mode.dm and instead it uses the ranks from clans.dm. It also was only skipping the slot tally for ancients. Now predators will properly be limited in slots at 6 + 1 per 80 clients + 0 (admin adjustment). Council & leaders do not check for a slot. Ancient, council, and leaders do not consume a slot. Additionally, admin slot adjustment can go negative now, force predator round works pre-game, and force predator round now uses TGUI alerts. # Explain why it's good for the game Always intended for there to be a limit, thus the issue where aboms get swamped with late joining predators. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Tests were conducted where starting count was 0.  As council/ancient:  Non ancient:  After recent changes:  </details> # Changelog :cl: Drathek fix: Fixed predators having unlimited slots and slot exemptions still actually using slots fix: Fixed toggle predator round not working during pre-game balance: Predator slots are increased from 4 + 1per80 to 6 + 1per80 and clan leaders no longer count for slots ui: Toggle predator round now uses TGUI alerts admin: Predator slot adjustment can now go negative (e.g. it can limit it lower than starting count) /:cl: --------- Co-authored-by: harryob <me@harryob.live> * Automatic changelog for PR #8248 [ci skip] * Automatic changelog for PR #7787 [ci skip] * Automatic changelog compile [ci skip] * Cigarette Vendors (#8204) # About the pull request This adds two unique branded cigarette vendors, the WY and Koorlander (independent) ones. Each has a unique selection of brands, denoting which corporation owns them. Koorlander will have Koorlander or independent brands working together to fight back against WY, and WY has a bunch of stuff they own. Koorlander is fighting hard as hell to stay relevant, but WY is undercutting the hell out of them. Executive Selects are out of production now, and unavailable from any WY vendor. They are extremely sought after. They're still in the vendor but are permanently out of stock. I also adjusted all the pricing to be closer to the RPG manual, which states that a cheap pack of cigarettes is around 5 UA dollars. The Emerald Greens fill this niche, otherwise the packs cost around 10-15. Sometimes over, sometimes under. The United Americas military has an exclusive contract with Koorlander, and as such their vendors are the only ones located on the Alaymer, New Veradero, as well as in MREs. That being specifically Lucky Strikes, which Koorlander owns. It also adds Balaji Imperials. They're in the WY vendor. Apparently someone named Triio made them, Blundir gave me the sprites. Changes were tested ingame, I didn't see any bugs # Explain why it's good for the game More brand denotation is very cool, it was weird how both WY and it's Rival Koorlander in the cigarette space were sharing a vendor. Now they're separate, so you can get that corporate rivalry RP in (or corporate loyalty). # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> The WY machine is designed to look like a WY gold cigarette pack. You can visually see all the different brands on the inside. Emerald Greens, WY golds, Arcturian Aces, and Balajis.  The Koorlander machine is designed to look like a flat steel plate with the Koorlander logo painted on, but with buttons and panels punched into it.  Balajis from the first movie  </details> # Changelog :cl: Vandu Jr, Triio add: added two new branded Cigarette Vendors, Koorlander and Weyland Yutani add: added a new cigarette brand to the game, Balaji Imperials from the first movie. Located in the WY vendor imageadd: added a new WY and Koorlander vendor, as well as sprites for the new Balaji Imperial cigarettes maptweak: replaced all generic cigarette vendors with either a WY or Koorlander one, areas for people without accounts get free variants of the branded ones (like ERT stations and fax responders). /:cl: --------- Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> * Automatic changelog for PR #8204 [ci skip] * Makes it easier to answer to high-five/fist bump/rps challenge/headbutt/tail swipe (#8282) # About the pull request Only need to click them on help intent to answer now. # Explain why it's good for the game A bit annoying and confusing that you need to target a specific limb to answer high-five. People fail at this all the time. While definitely a skill issue, there is not much reason to keep it this annoying. # 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: ihatethisengine qol: answering an emote such as high-five no longer requires targeting a specific limb. /:cl: * Automatic changelog for PR #8282 [ci skip] * Hunting Ground ERT Prefs Save and QM Bioscan Fix (#8280) # About the pull request Makes your preferences for the hunting grounds save now. <!-- 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 Preferences should save # Testing Photographs and Procedure Tested on local worked along side the normal ERT prefs # Changelog :cl: Joe Lampost fix: Makes your preferences for the hunting grounds save now. fix: Queen mother can no longer see humans inside the hunting grounds. /:cl: * Automatic changelog for PR #8280 [ci skip] * Hunting Ground fixes part 2, adds foundation for all factions to have their own war cries (#8137) # About the pull request Prevents hunting ground areas from playing weather ambiance and disables weather overlays when they are not supposed to appear in those areas. Moves all the pre-sets with different factions into their own faction. IE: HUNTED_UPP The hunting ground erts now inform preds if nothing spawns and or how many humans or xenos spawned in the ert. Fixes the pred burst sound. Changes some of the ert numbers to diversify the amount of factions present in any ert called. Gives the upp pre-sets medical equipment. <!-- 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 Fixing bugs is good Adding the foundation for all factions to have their own warcrys is good. # Testing Photographs and Procedure <details> Tested all on local, warcrys worked for all the faction that currently have them. Everything else seemed to work fine </details> # Changelog :cl: Joe Lampost balance: Upp hunting ground ert memebers now have medical equipment code: Lays the foundation for more faction warcrys code: The hunting ground erts now inform preds if nothing spawns and or how many humans or xenos spawned in the ert fix: The hunting grounds no longer gets effected by weather fix: Pred bursts sound /:cl: * Automatic changelog for PR #8137 [ci skip] * Removes psychic attacks from the game (#8283) # About the pull request You can no longer take a piece of paper and show it to xenos/yautja mid combat, mentally stunning them # Explain why it's good for the game Psychic warfare has no grounds in this 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: You can no longer show paper to non humans such as yautja or xenomorphs. /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8283 [ci skip] * Stat logging improvements (#8281) # About the pull request - round_caste_picks table now has a xenos_won boolean in it so my queries aren't as ludicrously complex - blocks admin-VVed xenos from counting # Explain why it's good for the game Makes trying to track things easier * Automatic changelog compile [ci skip] * Marine Death Tracking (#8294) # About the pull request Adds tracking for marine deaths in detail # Explain why it's good for the game More data tracking for me # Testing Photographs and Procedure  * Fixes Rock Paper Scissors emotes (#8307) # About the pull request Fixes: #8300 <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Bug bad. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog * Marine Spec Tracking (#8305) # About the pull request Tracks the first 4 specs to pick their kits. # Explain why it's good for the game More data woo # Testing Photographs and Procedure  * Fixes aghosted hellhounds being offered up (#8309) # About the pull request fixed #7430 hellhounds are no longer offered up when staff aghosts # Explain why it's good for the game bug fix is good, # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Hellhounds no longer get offered up to the "Join as Hellhound" button if the admin inhabiting it aghosts /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8309 [ci skip] * Fixes xenos being blocked by fire man carrying (#8310) # About the pull request totally original code not taken from #3960 fixes #3951 # Explain why it's good for the game bugfix # 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: Xenos are no longer blocked by people who are fireman carrying code: Replaces one letter vars /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8310 [ci skip] * Fixes non humans being given psychic whisper. (#8311) # About the pull request fixes #7587 fixes #8108 # Explain why it's good for the game fixes # 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: Synthetics and non-humans can no longer get psychic whisper through research. code: encephalophrasive no longer applies on touch since it lasts forever otherwise /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: harry <me@harryob.live> * Fixes queen being unable to gib hosted marines (#8316) # About the pull request fixes #8167 as he forgot to remove an extra check # Explain why it's good for the game bugfix # 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: Queens can now properly gib anyone regardless of their host status. /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8311 [ci skip] * De-freakifies and removes one letter vars from regurgitate code (#8315) # About the pull request Remvoes some one letter vars, and changes around some text from devouring people. # Explain why it's good for the game we dont need to be this freaky. one letter vars 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: Replacces some one letter vars in carbon.dm spellcheck: Replaces mentions of "belly" with "stomach" in game the tutorial(s). /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8316 [ci skip] * Automatic changelog for PR #8315 [ci skip] * Fixes evolutio button being taken away if you reset your strain while at full evo (#8313) # About the pull request Fixes #8036 (probably) i tested it to the best of my abilities and it worked # Explain why it's good for the game bugfix # 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: Evolution button no longer gets deleted when you reset your strain while at full evo. /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8313 [ci skip] * Returns click delay to pred melee weapons (#8297) # About the pull request adds click delay from clicking empty adjacent tiles back to predator weapons. requested by @Strobia # Explain why it's good for the game helps prevent cheating via autoclickers, so stuff like this doesn't happen: https://github.com/user-attachments/assets/879bb573-7d0f-4cb4-8968-4e8ad7c957b9 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/user-attachments/assets/0caf232f-3c61-4558-81da-f79cedff3e85 </details> # Changelog :cl: balance: Predator melee weapons now have click delay for clicking on empty adjacent tiles. /:cl: * Automatic changelog for PR #8297 [ci skip] * Automatic changelog compile [ci skip] * Fixes being able to use telekinesis to make paper appear in your hand (#8325) # About the pull request fixes #6963 # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: You can no longer use telekinesis to grab paper from far away. /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Fixes extuingishers being able to take harmful chemicals (#8329) # About the pull request You can now only fill extuingishers with non harmful chemicals # Explain why it's good for the game bugfix # 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: Extuingishers can no longer be filled by harmful chemicals /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Fixes smartpack light not turning off on death and removes some one letter vars (#8332) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request fixes #8326 # Explain why it's good for the game bug fix # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: fix:Synthetic backpack light now properly turns off on death. code: Removes some one letter vars from smartpack code. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> Co-authored-by: InsaneRed <prodexter31@outlook.comm> * fixes CAS ammo not updating its icon after ammo transfer (#8341) # About the pull request see title # Explain why it's good for the game fix # 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 cas ammo's icons not updating after ammo transfer /:cl: * Automatic changelog for PR #8325 [ci skip] * Fixes mutated hive having no hugger icons (#8328) # About the pull request fixes #8266 # Explain why it's good for the game bugfix # 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: Mutated hive hugger icons work again. /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Fixes dead huggers being useable (#8321) # About the pull request Fixes #8320 # Explain why it's good for the game bugfix # 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: Dead huggers can no longer be used to hug people /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Suit Fix (#8338) # 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. --> uniforms can no longer be removed if you are wearing armor (stripping still works like usual this change only affects your own character) # Explain why it's good for the game Closes #1182 2022 issue lmao # 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: Uniforms can no longer be removed if you are wearing a suit on top of it /:cl: --------- Co-authored-by: harry <me@harryob.live> * fix OT rocket explosions only going in one direction (#8275) # About the pull request see title Closes #8113 # Explain why it's good for the game directional explosions is an unintentional devastating nerf for explosive ot rockets, this fixes 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: fix: fixed ot rocket's blast wave only going in one direction /:cl: * Automatic changelog for PR #8328 [ci skip] * Automatic changelog for PR #8329 [ci skip] * Fixes praetorian acid ball using plasma if you cancelled the do_after, again (#8331) # About the pull request Fixes praetorian acid ball using plasma if you cancelled the do_after unlike #5486 whoever made that sucked # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details>  Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Praetorian's acid ball no longer uses plasma if you cancel / do not use it. /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * fixes ASO jacket vendor icon showing up as a bloodbag (#8344) # About the pull request Fixes #7198 # Explain why it's good for the game We are vending the ASO Jacket, not a bloodbag # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: Mikrel0712 fix: ASO Jacket icon in the vendor now shows up as the actual jacket instead of a bloodbag /:cl: * Commanding Officer Career paths [rp fluff] (#8253) # About the pull request Adds a bunch of career paths for CO's to choose from. practical revive of #3999 with HOPEFULLY better code (probably not) # Explain why it's good for the game RP Fluff, requested by senator and cool stuff is always cool. # Testing Photographs and Procedure <details>    </details> # Changelog :cl: add: Adds a bunch of career options for the commanding officer whitelist, currently only used for fluff and RP. /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: ihatethisengine <115417687+ihatethisengine@users.noreply.github.com> Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com> * Automatic changelog for PR #8331 [ci skip] * Automatic changelog for PR #8332 [ci skip] * fixes synth NVGs bugging out and breaking (#8335) fixes #7702 # Explain why it's good for the game synths having their NVGs bug out and blind them is unintended # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://cdn.discordapp.com/attachments/490668342357786645/1335745530692894852/Timeline_24.mov?ex=67a14977&is=679ff7f7&hm=60d04e89b300a0fe6019e4dc288d646c5d7450061a3f9f8996885c73437387ca& </details> # Changelog :cl: fix:Synth NVGs no longer bug out and blind them /:cl: * Automatic changelog for PR #8341 [ci skip] * Fixes boiler speed being stuck if you buy a strain while zoomed in (#8342) # About the pull request fixes: #8339 cant buy strains while zooming anymore # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Fixes boiler speed being stuck if you buy a strain while zoomed in /:cl: Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8321 [ci skip] * Automatic changelog for PR #8342 [ci skip] * Queen no longer stomps resting and dead xenos (#8312) # 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. --> QoL good , Bug = bad # 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: Queen no longer stomps on dead and resting xenomorphs /:cl: * Automatic changelog for PR #8312 [ci skip] * Automatic changelog for PR #8338 [ci skip] * Replaces a Security Cabinet on LV624 (#8286) # About the pull request fixes #8285 replaces the Security Cabinet in the Office with a regular one. # Explain why it's good for the game Colony cabinets magically spawning with USS Almayer information is 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: maptweak: Replaced the Security Cabinet in the Security Office on LV624 with a regular Cabinet. Almayer Crew Records should no longer spawn. /:cl: * Automatic changelog for PR #8275 [ci skip] * Automatic changelog for PR #8286 [ci skip] * Fixes airlock assemblies being unslashable (#8324) # About the pull request fixes #7287 You can now slash airlock assemblies apart # Explain why it's good for the game bugfix # 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: Airlock assemblies are no longer unslashable. /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8324 [ci skip] * Fixes perma holocards being appliable to non-perma (#8322) # About the pull request fixes #8319 You can no longer apply the black holocard to people who are still revivable # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: You can no longer apply the black holocard to people who are still revivable /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8322 [ci skip] * Automatic changelog for PR #8344 [ci skip] * Ports "Adds a Chat Reliability Layer" 2: The Reliabaling (#8264) # About the pull request Possibly it didn't work before because of a misname var that wasn't caught lol Fixes #64 Credit to https://github.com/tgstation/tgstation/pull/79479 and https://github.com/tgstation/tgstation/pull/79819 Everyone knows that chat will just eat your messages now and then, isn't that annoying? What if SSchat was smart enough to keep track of your messages and notice when you didn't get one? Well, now it can! <!-- 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 Chat messages poofing into the aether is bad, really 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: ZephyrTFA, san7890, Nivrak add: Chat Reliability Layer code: TGUI chat messages now track their sequence and will be resent if the client notices a discrepenency /:cl: * Automatic changelog for PR #8264 [ci skip] * Automatic changelog for PR #8253 [ci skip] * Fixes heal nodes infinietly adding the aura/heal to resting dead xenomorphs (#8333) # About the pull request fixes the healing / aura effect from recovery nodes applying to dead xenos / xenos who died while resting # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixes the healing / aura effect from recovery nodes applying to dead xenos / xenos who died while resting /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8333 [ci skip] * Makes dropship medevac equipment screen able to see stasis bags (#8301) # About the pull request Lets dropship pilot see which stretchers have stasis bags from the console. These are currently incorrectly showing as "Empty" Fixes #7232 # Explain why it's good for the game Fixes a bug and inconsistency with the manual picklist. Avoids one argument between pilots and medics. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> Tested that medevac system could see and fly to stretchers, whether loaded with humans or cryobags. # Changelog :cl: fix: Dropship weapon console can see stasis bags in activated stretchers instead of "Empty" /:cl: * Automatic changelog for PR #8301 [ci skip] * Fixes queens being able to leader dead xenos (#8323) # About the pull request fixes #7309 Queens can no longer leader the dead # Explain why it's good for the game bugfix # 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: Queens can no longer leader the dead. code: Removes one letter vars /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8323 [ci skip] * multifaction crew monitor (#8224) # About the pull request Allows the crew monitor consoles to be multifaction. As of the moment it is not possible to have one crew monitor be multifaction and another not be, assuming they share the same base faction. Whichever is loaded first is how it will be done, though multifaction can be added mid-round with an easy var-edit # Explain why it's good for the game Consistency, and makes more sense for WY which is still split between PMCs and non. # Testing Photographs and Procedure  # Changelog :cl: add: Added multifaction support to crew monitors fix: cl not showing up on crew manifest add: Giving Survivors/Other factions with IFF will let you track them. /:cl: --------- Co-authored-by: forest2001 <forest2001@cm-ss13.com> Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8224 [ci skip] * Automatic changelog compile [ci skip] * Fax Responder Languages Fix (#8185) # About the pull request Gives fax responders all human languages and fixes access to Almayer general radio. # Explain why it's good for the game Alt-Faction Fax Responders currently can't speak their own languages. That's not ideal. # 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: Fax Responders now understand all human languages. fix: CL Radio Key now appropriately gives access to Almayer General Comms. /:cl: --------- Co-authored-by: forest2001 <forest2001@cm-ss13.com> * Automatic changelog for PR #8185 [ci skip] * Fixes synthetic limbs being named wrong (#8330) # About the pull request fixes : #6923 # Explain why it's good for the game bugfix # 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: Synthetic limbs are now named properly /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8330 [ci skip] * fixes dragging sometimes being offset weirdly (#8237) this whole block of code existed to offset the window bar at the top of tgui windows when we're not using fancy mode but if we're not using fancy mode, we don't need to bother calculating this stuff anyway, because we don't use that drag mode and if we are using fancy mode, the offset will always be 0,0 :cl: fix: fixes tgui windows sometimes offsetting weirdly /:cl: weird! --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> * Automatic changelog for PR #8237 [ci skip] * Fixes a few cases of round() being floor() (#8348) # About the pull request So, `round()`, if only provided 1 arg, is actually `floor()`. This behavior is kept in solely because it's legacy behavior that code may depend on. As such, I'm moving our 4 cases of it to not use this behavior. A thank you to Kapu for providing the regex `\bround\s*\((\s*[^,()]*\s*\))` to help find these cases. # Explain why it's good for the game Clarifies a few edge cases to be less ambiguous and depend less on deprecated legacy behavior. * Fixes accidental border dragging (#8353) # About the pull request Fixes accidental border dragging by removing the side padding. <!-- 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 Prevents accidentally dragging the border and resizing the client window. See video for an example. Literal ided issue as I've killed myself several times by doing this when trying to dash out of CAS etc. # 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/8aee5f1f-a37e-47c7-a8b1-eb63a054ff2f </details> # Changelog :cl: thebleh qol: Removed client window side padding to prevent accidental dragging /:cl: * Automatic changelog for PR #8353 [ci skip] * Opening a stasis bag now displays a message (#8352) # About the pull request Opening a stasis bag now displays a message about who opened it. # Explain why it's good for the game Actions that could be grief (like opening a stasis bag when someone is hugged inside it) should display a message. This will settle any debate of "who opened the bag". Besides, there's already a cooldown to prevent spam. # 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: message added when someone opens a stasis bag /:cl: --------- Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8352 [ci skip] * Adds distant evo screeches (#8354) # About the pull request Adds distant evo screeches when a new xeno evolution becomes available <!-- 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 Atmospheric and pretty cool, this also adds an indication that king is available for marines which was missing before. # 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 distant screeches when a new xenomorph evolution becomes available /:cl: * Automatic changelog for PR #8354 [ci skip] * Fixes CO's not having techweb access / not having the icon (#8356) # About the pull request for some reason a faction designation is necessary now # Explain why it's good for the game fixes a bug # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixes an issue with CO's not being able to access the techweb, tacmap and get their icon. /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com> * you can no longer devolve from drone as the last xeno alive or if theres no other canditates. (#8299) # About the pull request closes #7993 as commented by https://github.com/cmss13-devs/cmss13/issues/7993#issuecomment-2594910115 # Explain why it's good for the game Should stop people from de-evolving from drones etc to stop delaying <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: You can no longer devolve from being a drone as the last xenomorph alive /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8356 [ci skip] * CMB Fax Responders start as a Deputy now (#8186) # About the pull request CMB Fax Responders start as a Deputy, then rank up to Marshal at 25 Hours (Silver Medal for you ungabrains) # Explain why it's good for the game Rank Consistency is good, Fax Responders should start as a relatively lower rank, THEN get the big dick rank once they actually play it for a while, this is already done for the WY, UA, UPP, and TWE Responders, why not CMB too? # 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: CMB Fax Responders now start as a Deputy, then rank up to Marshal at 25 Hours of Playtime. /:cl: * Automatic changelog for PR #8299 [ci skip] * Automatic changelog for PR #8186 [ci skip] * APC Linting (#7856) # About the pull request This PR is an new unit test to ensure all areas have a single APC if the area has machines that require power. This test runs two times. Once during lobby, and then again after game start. This is so maps can be tested without nightmare inserts too. To run a unit test pre-game, it just needs to set the `stage` var accordingly. The reason why I duplicated the `/Run` proc is just so the TG test explorer would detect it in its regex. # Explain why it's good for the game When an APC is not present, it is effectively always powered (at least if that powernet has power). An area can explicitly allow this (or force unpowered), but if it doesn't then it ought to have a single APC. # Changelog :cl: Drathek Nanu add: Added unit test to check whether areas needing power have a single APC add: Unit testing can now be performed during pre-game fix: Fixed various machines that didn't actually use power still marked as requiring power fix: Fixed /obj/structure/closet/secure_closet/freezer/industry not properly using the area's power maptweak: Fixes, adds & changes areas on all maps to make more sense. maptweak: Fixes areas that should have APC's getting them, also fixes areas that had more than one APC. maptweak: Minor bugfixes, and moving some non-significant objects around. /:cl: --------- Co-authored-by: Nanu308 <59782240+Nanu308@users.noreply.github.com> * Automatic changelog for PR #7856 [ci skip] * feat: migrate security records console to tgui (#8191) # About the pull request Purpose of this PR is to refactor and modernize security records console code. Security records console (and other records consoles overall) have been not updated properly for long time and contain a lot of technical debt. A lot of functionalities were not intuitive, didn't work properly or didn't work at all. This PR tries to fix that and basically changes most of the security console code, at the same time keeping core functionalities working the same/as they should. I've tested my changes locally, but testing under higher load would help ensure stability. # Explain why it's good for the game Core of the console functionalities didn't change much, but it's quality of life improvements. Players are now able to use modern UI while accessing security records console. It provides better user experience, handles states and inputs in modern way. Records fields updates and validation are now more generic and extendable. It creates good base for future features, as code is now easily manageable and maintainable. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Reworked Security Record view  Reworked Security Records list  Reworked Fingerprint Scanner view  Assigned icons for fingerprints and security records  Custom mugshot photo interface  </details> # Changelog :cl: add: migrate security records console to tgui fix: highcom cannot change rank in record fix: photo in security records console does not show fix: photo in security records console cannot be updated fix: fingerprint scanner report cannot be viewed if clue detector is not ejected and cleared qol: add focus and listen on enter in inputs of security console qol: add cursor pointer to TGUI Button component refactor: refactor security records console code code: security records client side sorting and filtering /:cl: There are many more, but I don't want to bloat this PR changelog --------- Co-authored-by: harry <me@harryob.live> * Automatic changelog for PR #8191 [ci skip] * Revert "Only Show Discord Certify Verb When No Link" (#8363) Reverts cmss13-devs/cmss13#7334 i actually think it was good and useful that it told players the next steps when they were attempting to press the button again * Mitigates bug with opened locked lockers (#8371) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request It's possible for lockers to be both opened and locked at the same time, and the code won't let you close or unlock them in this state. I don't know what allows them to be opened and locked in the first place (probably an issue with the automatic stuff that happens when going to and from red alert). In any case we should let people unlock if this happens. # Explain why it's good for the game mitigates bug # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: fix: mitigates bug where you can't close or unlock an opened locked locker /:cl: <!-- Both :cl:'s are required for the changelog to work! --> * Automatic changelog for PR #8371 [ci skip] * Automatic changelog compile [ci skip] * Makes the vendor inflation announcements silent (#8349) # About the pull request Makes the frequent announcements about souto being 5% more expensive or whatever not play sound for anyone. (Also tried to improve the one letter var situation) # Explain why it's good for the game I feel like playing interference.ogg for such a frequent fluff-RP "event" a little annoying and pointless. (If the consensus is that I'm being a grinch then you can reject this PR, no problem.) # Testing Photographs and Procedure I did test it on local and it worked. # Changelog :cl: sounddel: the vendor inflation event no longer plays sound /:cl: * Automatic changelog for PR #8349 [ci skip] * Yautja falcon tracker and Mark through walls (#7905) # About the pull request Allows Yautja to source their tracking location from an active falcon drone. # Explain why it's good for the game Can already mark from the drone, difficult to accurately mark remote gear carriers if the location is relative to the original Yautja mob. # 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: Yautja can now track gear relative to their active falcon drone. add: Yautja can now mark through walls and don't need direct line of sight. /:cl: * Automatic changelog for PR #7905 [ci skip] * Fixes infinite attachements (#8302) # About the pull request closes #7079 hopefully Makes restocking attackby instead of draging on # Explain why it's good for the game fixes are 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: fixes being able to infintely dupe weapon attachements /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8302 [ci skip] * Automatic changelog compile [ci skip] * fixes small announcements bug (#8383) # About the pull request https://github.com/cmss13-devs/cmss13/pull/8349 causes the boatswain sound announcements to get signed by '1' - woops - this aims to fix that # Explain why it's good for the game i hate 1 # 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: minor signature bug fixed with 'all hands on deck' announcements /:cl: * Adds a few items to SecTech and fixes ads/slogans. (#8374) # About the pull request Adds camera, camera film, tape recorder, clue scanner to SecTech. Changes ads/slogans to be in line with the coding of other vendors (well, with the Eat an EAT vendor anyways, I know that vendor works). # Explain why it's good for the game I feel like these items are all things that lead to HRP behavior, and so I don't think any of these additions would be controversial - am I wrong? Also shoutout to https://github.com/cmss13-devs/cmss13/pull/8191 for making it so adding photos to security records works! It's very cool, and it's what led me to make this PR. And the ads/slogans thing is a bug, I think these are never broadcasting. # 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: Adds camera, camera film, tape recorder, clue scanner to SecTech. fix: Code fixed for sectech machine ads/slogans. /:cl: * Automatic changelog for PR #8383 [ci skip] * Automatic changelog for PR #8374 [ci skip] * Corporate Dome Nightmare Insert Expansion (#7893) # About the pull request  Adds engi, medic, and TL to corp dome nightmare insert. Changes some other fluff stuff like factions so they appear in the WY tab and the MD in the insert doesn't ping on goons. Adds flavor uniforms for goon med and engi with different sprites (credit to vandie) # Explain why it's good for the game engis and medics and TLs incentivize people to stick together and cooperate with their fellow man instead of hiding or running off or whatever. facilitates more interesting roleplay. Everything else is minor detailing and fluff like faction tabs and alt uniform sprites. # Testing Photographs and Procedure <details> <summary>In game</summary>  </details> # Changelog :cl: add: Goon Medic imageadd: New alt uniforms for goon techs and medics maptweak: Corporate Dome nightmare insert now has a medic, engi, and TL. /:cl: --------- Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> * Automatic changelog for PR #7893 [ci skip] * Door floating pixel fix (#8385) # About the pull request fixes a small sprite issue on the solid medidoor. # Explain why it's good for the game floating pixel = bad # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: fix: fixed a floating pixel on the solid 2x1 medidoor. /:cl: * Automatic changelog for PR #8385 [ci skip] * Warden Praetorian rework (tm) (#7607) # About the pull request Reworks warden in to a more melee focused support caste, i need this tmd to see the castes shortcomings and if some things are busted to expand on it further. # Explain why it's good for the game A caste like warden is un-fun to play against, in many circumstances anything that ! instantly ! gives you healing is really hard to "counter" and strong, and warden is built in such a manner that you can practically always just sit back spitting and being in safety while getting reserves. (especially with warding) While you do have to get in close to heal somebody, majority of the time it just doesnt matter as you're getting in and out and your healing heals you and the person. While such a powerful ability would be fine otherwise, theres barely any risk involved in most cases and i think it's uninteresting to have such an un-involved strain be this powerful. Valkyrie tries to remedy this by adding a more in-your-face sort of gameplay that makes it very deadly in cqc, the drawback being you have to get close. Removing the biggest problem of the instant heal, you have better buffs like rejuvenation on a bigger scale, armor buffs that apply both to you and a target, and heal per slash which isnt instant and not major enough to mean that you'll be surviving forever. # 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: Reworks warden into the Valkyrie add: Valkyrie tail stab extuingishes people you stab. This goes for /anything/ so you can save caps on fire or your allies. add: Tantrum ; You can click on a xenomorph to give them [15] armor, while giving yourself [10] armor, during tantrum your slashes heal more. This lasts 3 seconds for the target, 5 seconds for yourself. add: High Gallop: An ability that knocks people down infront of you, in a 2x3 radius. Also sends back grenades. add: Fight or Flight: A ranged rejuvenation that rejuvenates (removes stuns, slows weakens etc etc) scaling its range with your rage add: Valkyrie slashes heal you and people 3 tiles next to you at a 15 to yourself and 15 to allies, while BUFFED (red outline) 30 to yourself and 30 to allies /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com> Co-authored-by: ihatethisengine <115417687+ihatethisengine@users.noreply.github.com> Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com> Co-authored-by: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com> * Automatic changelog for PR #7607 [ci skip] * Automatic changelog compile [ci skip] * Adds a Forensic Refiller Tank (#8390) # About the pull request Adds a Forensic Refiller Tank, operates the same as the pepper spray refiller. # Explain why it's good for the game Having to buy a new spray bottle every single time I run out of forensic reagent is kinda annoying. # 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 Forensic Refiller Tank, which you can use to easily refill your Forensic Spray Bottles from. /:cl: * Automatic changelog for PR #8390 [ci skip] * Ignore out of rotation maps in CI (#8393) # About the pull request This PR adds a map_to_ignore text file which is used to limit the maps_output result for the "Find Maps to Test" portion of CI. I have also updated the alternate test to latest 516. # Explain why it's good for the game We no longer want to maintain maps that are not in rotation. # Testing Photographs and Procedure See checks. # Changelog No player facing changes. * Adds surv tracking metrics (#8391) # About the pull request Tracks how many survs there are, how many there were total, and how many xenoes have died. Called 7 minutes after roundstart, at drop, and 7 minutes after drop. # Explain why it's good for the game Numbers good  (NULL has been cleaned up) * APC Terminal Checking (#8388) # About the pull request This PR is a follow up to #7856 adding/fixing a few things: - APCs are now required to be on either a `/turf/open/floor` or a turf that is deemed not a `intact_tile` to try to ensure that the terminal is either exposed or exposable (technically though a floor that doesn't implement a way to expose itself would still be a problem though) - Multiple APCs failure now has their coordinates listed out in the failure message - Focused unit testing now will properly skip a stage if the focus testing only applied to a different stage (only really applicable to testing locally) # Explain why it's good for the game Fixes #8347 # Testing Photographs and Procedure See checks. # Changelog :cl: Drathek add: Areas Unpowered unit test now checks for APCs on non-floor tiles (if they are also deemed intact aka not exposed) fix: Focused unit testing now properly skips stages if the focus only applies to a different stage maptweak: Fixed inaccessible APC terminals on basically all maps /:cl: * Automatic changelog for PR #8388 [ci skip] * M5 Camera Gear (#8139) # About the pull request Fine, I'll do it myself. # Explain why it's good for the game  Command should not need to suffer because people refuse to put their helmets or want some drip # Testing Photographs and Procedure  All credits for sprites to @SubjectD9341 # Changelog :cl: ihatethisengine, Nivrak, forest2001, SubjectD9341 add: Added the M5 Camera Gear, an ear-mounted camera that works with Overwatch consoles. Small numbers can be found in surplus uniform vendors. /:cl: --------- Co-authored-by: forest2001 <ingram.josh@gmail.com> Co-authored-by: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com> * Thrall Overhaul (#7880) # About the pull request This PR is going to majorly buff yautja thralls. Here is the list of things thralls will get: thrall armor is buffed to no longer be complete ass when a predator links their bracer to the thralls, the thrall becomes a hero mob. This means they will no longer trigger traps, be slowed by weeds, get IB, or get fractures. for the predator that thralls someone, they will now have two new ways to threaten their slave. First they can remotely stun their thrall (10 second stun). and if they're really being a shitter then you can remotely set their bracer to SD (will also stun them so they can't run into anyone) and gib them just like how normal pred SD works # Explain why it's good for the game Currently thralls kind of suck. Their armor barely protects them from anything, and they die to practically everything since they can't use guns. Becoming a thrall is literally just a death sentence. One warrior grab and you're dead. This PR should bring thrall up to not OP levels, but somethin…
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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: