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…tatus editor (cmss13-devs#11450) # About the pull request Self-explanatory. # Explain why it's good for the game Defines were missing. Gotta add them. # 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: Puckaboo2 fix: You can now apply Severe Burns or Eschar on a mob through the limb status editor. spellcheck: Adds a space between your limb status and (Severe Burns) when you check yourself. fix: Nonbinaries being 'himself' to other people while checking themselves for injuries should no longer occur. /:cl: --------- Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
) # About the pull request title # Explain why it's good for the game you shouldn't be able to bypass the restriction on rollerbeds by using an office chair # Testing Photographs and Procedure works # Changelog :cl: fix: large xenos can no longer be buckled to office chairs code: remove redundant line for the rollerbed /:cl:
… attachments, and some other misc changes to gun code. (cmss13-devs#11323) # About the pull request Honestly, this title could go on forever. Refactors bullet/shell ejection to allow it to stack it to your hand if it is free Allows moving with a movement speed malus for attaching weapon attachments* Rebalances tactical reload duration and speed based on if your arm is missing or not* _*Code originates from medical rework do_after status effects_ Allow moving while cleaning firearms with gunoil Heavily refactors revolvers to allow functionality of mixing ammo types, similar to shotguns Refactors (moreso bugfixing) and ensoul-ifies CO firing into the air Refactors Suicides just a little bit # Explain why it's good for the game > Refactors bullet/shell ejection to allow it to stack it to your hand if it is free QOL Addition, so you don't litter the ground with every shell/bullet in the world when you have a free hand > Allows moving with a movement speed malus for attaching weapon attachments* Not exactly a QOL addition, but it does prevent people from interrupting you during prep-time, but balance should be minimal > Rebalances tactical reload duration and speed based on if your arm is missing or not* Balance change, it made more sense rather than giving marines all the arm rotational force to instantly tactically reload with one arm > Allow moving while cleaning firearms with gunoil I'm not even going to entertain this > Heavily refactors revolvers to allow functionality of mixing ammo types, similar to shotguns TLDR, you can mix and match revolver ammo types, and basically play hardcore russian roulette with normal ammo and high explosive ammo, probably some merit in combat but the gain is really minimal, I'd like to say > Refactors (moreso bugfixing) and ensoul-ifies CO firing into the air Fixes some early return checks, adds some fun descriptions for failing the aura farm, I don't think the visible messages would be problematic, its locked to whitelisters primarily anyhow >Refactors Suicides just a little bit Cleans it up, also explodes your head depending on some conditions # Testing Photographs and Procedure firing to air fix & shell/bullet ejection stacking demo https://youtu.be/Yg-Xcavcg7s moving while attaching mods/cleaning guns https://youtu.be/O0ckgBeCsLc real revolver mixing https://youtu.be/TUq1EnjOyUA # Changelog :cl: add: Revolvers can now mix n match ammo types in their cylinders. Play hardcore Russian Roulette with a High-explosive round combined with Impact rounds. balance: Tactical reloading duration and speed is now reduced if your arm is missing balance: You can now move while attaching weapon mods to your gun with a movement penalty add: You can now move while oiling your gun. qol: Bullet/shell ejections now stack to your hand first, before littering the ground refactor: Changes the backend for normal cock to hand to standardize the function with the new leveractions and shotguns ejections refactor: Cleans up suicide code a bit add: Your head can now explode through the right circumstances through suicide add: Adds some more flavor text to CO pistols firing at the air. fix: Fixes some early returns on CO pistols relating to firing to air spellcheck: Adds text for when directly ejecting from the lever-actions or shotguns chamber, and a few other texts missing some color /:cl:
… rig can hold loose handfuls of ammo now (cmss13-devs#11619) # About the pull request title # Explain why it's good for the game it's annoying to not have a speedloader but have loose revolver rounds around. you should be able to put these in your belt, there's not much logical reason not to. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: qol: the revolver rig can hold loose rounds now spellcheck: fixed a typo in the name of the revolver holster rig /:cl:
…11678) # About the pull request This PR removes the check that forces xenos to evolve into drones when there isn't a queen. # Explain why it's good for the game Xenos can now evolve into queen from any t1, so forcing them to go drone is unnecessary. There will also often be multiple larva born while queen is dead, which forces a bunch of people to evolve into drone and later devolve because they didn't get queen. It's a silly and outdated feature that doesn't make anyone happy. </details> # Changelog :cl: balance: Larva can evolve into any t1 when queen is dead /: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. --> Hydrotrays were immune to bullet damage for some strange reason. This fixes that, so you can shoot them out of the way like most other objects. # Explain why it's good for the game Being blocked by hydrotrays is annoying. Most objects you can simply shoot your way to destruction. This shouldn't be special. # 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 <img width="1920" height="1080" alt="dreamseeker_iihw4Vzkzs" src="https://github.com/user-attachments/assets/b7d6a488-0436-46eb-b56c-83bbb7ac1c67" /> :cl: fix: Fix hydrotrays ignoring bullet damage /:cl:
# About the pull request This PR reverts cmss13-devs#10247 because it was not intended for queen to be able to rest, nor does queen need to benefit from nodes that require resting. I have however made it where unresting is always possible on ovi if you should somehow be resting. If someone knows how to rest while on ovi, let me know how and I will address that. # Explain why it's good for the game - Queen's plasma generation on ovi does not need the help of plasma trees at the ovi position. Queen only even feels plasma shortages if quickly spreading weeds, healing, or transferring plasma frequently (at least assuming recovery pheros which an ovi queen nearly always will be). - Queen always has lost the action button to rest when going ovi (this wasn't even added in the reverted PR) - Queen doesn't have any different resting sprites for ovi - you could only tell because most of your abilities would disable - Should you somehow manage to be resting when ovi, it will now still allow the action to unrest you. - Resist already has a behavior of canceling most do_afters and this includes de-ovi (as in you don't need this rest behavior to cancel de-ovi - you can just resist to cancel) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://youtu.be/lEVYPH2a4nA </details> # Changelog :cl: Drathek del: Queen can no longer rest on ovi again add: Added metatip to explain that resisting can interrupt most do_after actions such as de-ovi /:cl:
# About the pull request This PR is a follow up to cmss13-devs#11327 bumping rust_g up to [6.0.0](tgstation/rust-g@4.2.0...6.0.0). Changes to code/__DEFINES/__rust_g.dm again are just the DM source provided in the rust_g release. Windows binary built with the additional feature we use (its dm source did not change): <img width="769" height="314" alt="image" src="https://github.com/user-attachments/assets/33b3b25a-7e87-4603-bd4f-3d8fdd3dc701" /> # Explain why it's good for the game We're specifically interested in tgstation/rust-g#245 since `thread caused non-unwinding panic. aborting` has now occurred once. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> <img width="1620" height="1317" alt="image" src="https://github.com/user-attachments/assets/fe0a8794-abc0-45eb-9f30-3ede2a643c8e" /> </details> # Changelog :cl: Drathek code: Bumped rust_g from 4.2.0 to 6.0.0 /:cl:
) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request This PR is a follow up to cmss13-devs#11670 and a bugfix for admin.txt fallback from changes in cmss13-devs#11459 doing the following: - Moderators (including trial moderators) now get access to all server log verbs + all tabs in STUI - Trial mods now will appear in StaffWho (they lack BAN so were excluded) - Fallback using admins.txt now uses the ckey proc again to trim whitespace (this resulted in sometimes wrong rights depending on how it was split) # Explain why it's good for the game Fixes rights issues like this for fallback: <img width="1035" height="944" alt="image" src="https://github.com/user-attachments/assets/c3612d1a-1f16-475c-ad5d-0fe989ab2a49" /> # 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> <img width="2501" height="962" alt="image" src="https://github.com/user-attachments/assets/ff5a0904-1dff-44e9-9551-4164f50b0579" /> </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: Drathek admin: Moderators (including trial) get access to more log verbs and STUI tabs fix: Trial moderators now appear in StaffWho fix: admins.txt fallback now grants rights correctly again /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request Resolves: cmss13-devs#11333 Stops people from making cades stronger on one line. By stopping matching dirs. There's probably a case I didn't think of. Lord knows what. <!-- 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 Balans, you shouldn't be able to strengthen your cades on the same tile and direction scaling with the amount of metal you might have on hand. # Testing Photographs and Procedure <details> <summary>Testing Video Below</summary> https://github.com/user-attachments/assets/a7637efe-59cb-41f9-98dc-5789cb928709 Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: MistChristmas fix: Cades can no longer sit on top of each other. /:cl: --------- Co-authored-by: harry <me@harryob.live>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Introduces a new map to the Hunting Grounds reserve pool, called the Desert Moon. It is a multi-z desert themed map, akin to you playing on Kutjevo Refinery while on the surface and Solaris Ridge while underground. The idea of the map is to be an alternative to the claustrophobic jungle moon, now fighting on more open areas with little to no foliage. In addition, the underground section of the map is reserved for xenomorphs, being able to let them roam free weeding as much as they like without needing to do weed clearing later once you're finished. The underground section of the map can still be explored by hunted humans, there are 4 entrances/exits to visit. (excluding the exclusive exit/entrance for predators only via the temple). This map also comes with two seperate escape shutters, one on the surface and one underground. With that in mind, I added another feature by providing the location of the console to the predators if someone is attempting to escape. One of the main features of this map is also the campsite, it is directly inspired by the same campsite and temple that were previously in the old original jungle moon reserve. The campsite has however recieved improvements this time. It has been fortified with gates that have indestructible shutters whom of which are only able to be interacted with by predators only, solving the issue of people trying to break in and spawncamp. Another improvement was not providing any additional light sources near the campsite exits, preventing people camping the area due to having free light aswell. The campsite is perfect as a safe zone and as an additional training field for Youngbloods (and obviously for RP), with the temple also having its own dueling room. The temple also comes equipped with its own entrance to the underground section of the map, with the only entrance using stairs, being allowed to drag objects with you like crates as you aren't required to climb and the transmission being instant. The map uses the same ambience as Big Red and Trijent. While having an additional soundscape that will audio que frequent winds, making you truly feel you're on a desert. **Do not merge** until cmss13-devs#10932 is merged. # Explain why it's good for the game More hg map variety good, 'nuff said # 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> Check mapdiffbot to view the map </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: Unknownity add: The Hunting Grounds escape console will now provide its location included in the escape warning attempt. mapadd: Adds a new hunting grounds reserve map called Desert Moon. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> --------- Co-authored-by: Unknownity <a>
# About the pull request Adds the ability to throw grenades through vehicle doors, both ways, respecting the door lock if you are throwing into it. Getting hit by the van no longer is a knockdown and shoves you around like it does to xenos. Dead people no longer take up passenger slots if they die inside vehicles as a failsafe to prevent the dead from clogging up the vehicle and making it impossible to enter it as a human without admin intervention. # Explain why it's good for the game CLF survivors have taken to using the van as a stronghold against marines as the marines can usually only send 2-3 people in due to the passenger limit. This means that when those marines die, the van completely fills up and the CLF inside basically become untouchable, which is frankly very silly. This makes it so that door-camping vehicle exits is a dangerous prospect, on both sides, as you could easily eat a grenade. The dead no longer taking up passenger slots if they die inside of the vehicle also prevents situations where everyone in the vehicle dies and nobody else can enter it due to the passenger limit, which is much more likely to become a thing in a world where you can throw nades through vehicle doors. Running people over with the van no longer stuns to discourage using the van in combat, and to either drive away or dismount and shoot. My goal is for van combat to play out like this: Marines that can see the van, shoot it until it stops moving, which is now much easier now that you can't get permastunned by it. They then, if the CLF inside choose to not dismount, simply blow up the occupants with grenades instead of sending in one guy at a time on a suicide mission. The marines can then reliably enter the van and remove the dead occupants because the slots are not all filled by dead people. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://streamable.com/bfudas </details> # Changelog :cl: qol: you can now throw grenades through vehicle doors both ways balance: vans no longer stun humans. dead people no longer take up space in vehicles if they die inside of it. /:cl:
# About the pull request This PR adds Tyrargo Rift to the game, a new ground map that makes use of the multiz feature. Tyrargo Rift is set on a temperate world controlled by the United Americas. The map is set within and adjacent to a UA colony that is in the midst of a full-scale conflict with a xenomorph hive. The conflict has grown to the level that entire battalions of the UA military have been dispatched to assist in repelling the assault. With the Almayer being the late arrival to an on-going war. This presents a different spin on the typical gameplay atmosphere, as instead of the Almayer arriving to investigate a distress signal, they instead have arrived to participate in an on-going military conflict. The western half of the map, where the Marines of the Almayer will arrive, is a relatively open combat arena interspersed with battle debris, tree lines and bunkers that transitions to an underground bunker z-level. The eastern half contains the colony, which presents a new style of urban combat experience. The western zone makes use of two primary z-levels. The above ground arena, and an underground network of tunnels and bunker networks connecting the surface bunkers to the underground. These underground bunkers are intended to offer both Xenomorphs and Marines an alternative attack path if the above ground is stalemated, but it also serves as a way for Xenomorphs to attempt to bypass Marine defences and pressure their rear. The eastern city uses three z-levels. The rooftops, the ground level and an underground sewer/basement level. The underground sewer level is separated from the bunker network to the west, providing hard cover for the xenomorphs but with limited access points to the surface. The sewer offers superior protection from close air support and a far more CQC environment, but a large section of the sewers is at risk of being flooded by the Marines, the flooding will expunge xenomorph weed. Additional features of this PR - A new group of survivors have been added, members of the US Army, specifically the 1st Air Cavalry, who were on planet prior to the xenomorph outbreak as part of large-scale training exercises with the UG (in universe national guard, but in space) and USASF. - A US Army Commander and Synthetic. The Commander spawns with a unique cavalry hat sprites by Crow, discord tag sir.crow - The PR adds a system to allow multiple marine_announcement and xeno_announcement messages to be sent to both factions automatically during the course of the game, these are used to maintain a level of atmosphere and immersion. This system is setup to allow these messages to be custom tailored for a specific map if desired. - A system that triggers the spawning of an allied USCM ERT once the all_clear signal is given; this is further used for lore reasons. The system only occurs when the Marines have won, thus there is no consequence to game balance. This currently only occurs for this map, but the system allows this to be done for other maps if desired. - Furthermore, this PR adds a suite of props to the game, predominantly vehicles, tanks, and similar elements to enhance the aesthetics of a war zone style map. # Explain why it's good for the game More maps. More fun. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  US Army Survivors. Left to right. Top Row CO - Synthetic Bottom Row Trooper - Medic - Engineer - Gunner - Marksman - SL </details> # Changelog :cl: Steelpoint, Zenith, Cuberound, BonniePandora, po1ntm4n, feroxz, thwomper, kyogon, blundir, crowford mapadd: Tyrargo Rift has been added to the game. Set in the midst of a large-scale armed conflict between the United American military and a Xenomorph hive on a temperate but highly populated world. Expect a blend of open arena combat and urban close quarter battle in a multiz-level environment. mapadd: A large set of nightmare inserts for Tyrargo Rift have been added. These includes random structure changes and new combat environments. add: Elements of the US Army's 1st Air Cavalry can be found defending the city and outskirts of Tyrargo Rift. This includes a US Army Major and a US Army Synthetic. imageadd: Addition of a large amount of new prop sprites, including military and civilian vehicles, static emplacements, aircraft, environmental flora such as trees, and urban props such as tents, illuminator lights or wooden boards. admin: A US Army ERT has been added, however, this ERT is not intended to be deployed as part of a Distress Signal. add: US Army flavoured equipment has been added. Including armour, uniforms, helmets, patches and symbols, some of which are ported from the PvE CM-SS13 server, others are custom sprites. add: NPC Xenomorphs will no longer target monkeys, rats or mice. code: Framework to facilitate map specific ERTs to be called automatically once a round has ended, and for automatic USCM high command and queen mother messages to be sent, have been added. This is currently used for Tyrargo Rift, but the code can be used for any other map. fix: Fixed several errors that occur if NPC Xenos attempt to cross z-levels or enter tents. add: A set of new atmospheric audio files have been added for Tyrargo Rift. add: A set of xeno NPC, and ammunition, spawner landmarks has been added for mappers. The spawn chance is set by a variable on the spawner, allowing mappers to set these items to have a random chance to appear on the map. add: New water flood system has been added for Tyrargo. This allows the Marines to flood the lower sewers, and for xenomorphs to undo this by breaking the appropriate APC which will cause the water to recede. The flooding and receding will display an animation and will push around loose objects that are caught in the flooding. This new system has been retrofired for Trijent Dam's flooding. add: Sticky resin and reinforced xeno wall/door spawners for the Distress Signal gamemode has been added for mapper use. This will spawn these objects only during the aforementioned gamemode. /:cl: --------- Co-authored-by: Steelpoint <alexander.henley@hotmai.com> Co-authored-by: vincibrv <vojtechvincibr@seznam.cz> Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
…cmss13-devs#9402) # About the pull requestFeature for admin. Now admin can choose whether to remove "mindless mobs" after custom ERT spawn is complete. # Explain why it's good for the game For example, when they use "Create Humans / Xeno" as "ERT". Now they will be offered this option. # Testing Photographs and Procedure  # Changelog :cl: add: Option for the administration to remove mindless mobs when spawning ERT. refactor: Refactored the code for waiting for a choice from the administrator during ERT spawn. /:cl: --------- Co-authored-by: Detective-Google <48196179+Detective-Google@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
admin: messed with admin stuff
balance: rebalanced something
code: changed some code
config: changed some config setting
del: Removed old things
fix: fixed a few things
imageadd: added some icons and images
imagedel: deleted some icons and images
imagetweak: tweaked some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
qol: made something easier to use
refactor: refactored some code
server: something server ops should know
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
soundtweak: tweaked a sound thingy
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
/:cl: