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# About the pull request Adds an Ares Announcement when a marine major happens. Adding onto Morrow's Cursed PR, blame Morrow for how he did it in cmss13-devs#3118, not me # Explain why it's good for the game Currently marines don't know when they've won, therefore adding the 3 extra minutes is pointless as they spend that time hunting for a supposed last xeno that doesn't even exist. With this Announcement, Marines will know they don't need to hunt the last xeno down anymore and can RP a conclusion and Even award medals before the final Marine Major declaration happens. # Testing Photographs and Procedure  # Changelog :cl: ghostsheet add: Added ARES conclusion announcement for marine major. /:cl:
# About the pull request This PR adds a unique attachment to the VP78 heavily inspired by the laser-light combo it has in AVP2010 This PR also updates the description of the VP78 explaining why the Almayer is stocked with the pistol again referencing its use by the colonial marines in the settings future https://i.imgur.com/Cojvbht.png https://i.imgur.com/H6BqZFc.png https://avp.fandom.com/wiki/VP78_Pistol https://i.imgur.com/uGs7nLk.png # Explain why it's good for the game I'll explain the attachment here, basically, this attachment is a combo of the raillight and the laser sight providing the benefits of each in one this gives a VP78 something to stand out from other pistols I feel this is fair considering the VP78 is a points buy weapon and should bring something unique but not overbearing to the table (and it's really cool) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: SpartanBobby add: Adds Laser-Light Combo attachment unique to VP78 add: Adds new description to VP78 /:cl:
# About the pull request This PR adds a revives fun fact This PR attempts to move fun fact code around to make it easier to make new stats (it will likely break something) # Explain why it's good for the game Stats are fun and my support bros gotta get some love 💪 # 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 🆑 Morrow add: Adds a revive fun fact /🆑
# About the pull request Add 1 pack of signal flares to SL essential Kit # Explain why it's good for the game Turns out SL calling in CAS is good I've also considered adding the Signal Flare pack as a purchasable point based item for SL however It seems that the Signal Flare pack has intentional scarcity as no one can buy it even RTO/Fireteam Leads, # Changelog :cl: ghostsheet add: Added a M89-S Signal Flare pack to SL essential kit. /: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. --> Replace draw music by neutral_hopeful02.ogg which i believe is the best fit we got for a neutral mysterious game end at the hand of admin tooling. # Explain why it's good for the game It's just confusing everyone every single time. People think admins SD'ed the Almayer 9 times out of 10. Also it's giga loud. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Can't screenshot sound can I? </details> # Changelog :cl: fix: XvX end and Admin ending round won't play nuclear detonation sequence music anymore. /:cl:
man what the hell :cl: fix: there's less random vendors on WO /:cl:
# About the pull request This PR fixes a logic error in code where non-queen xenos didn't properly test if their overwatched xeno was dead preventing the camera from resetting when they die. # Explain why it's good for the game Fixes cmss13-devs#3445 # Changelog :cl: Drathek fix: Fixed non-queen xeno overwatch persisting on a dead xeno /: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. --> This corrects a bug introduced by porting of newer /tg/ radio code a few months back. Due to improper handling of the weakrefs of radio devices, not only removing a device wouldn't work as expected, the dangling weakref of a deleted device would cause the transmit code to crash. This came twofold: * The weakref is not checked as resolving successfully before being used * Removing a device would remove its WEAKREF(), but if done during deletion, it is already invalidated (we sidestep that by grabbing the weakref ref directly) In effect this meant signallers in particular would only work under "clean" conditions, eg. being assigned to an unused frequency without moving stuff around too much. I'm sure it explains a bunch of other excessively niche bug interactions but I'm too lazy to find out. # Explain why it's good for the game Shenanigans. # Changelog :cl: fix: Fixed a bug in radio signaling cleanup that was notably preventing signallers from working as intended, and likely caused issues for other devices. /:cl:
# About the pull request Deferring to mentorhelp now specifies that, instead of generic resolution. # Explain why it's good for the game A bit better readability # Changelog :cl: admin: Deferring to mentorhelp gives a specific message instead of a generic resolution message /:cl:
# About the pull request Added a harmless smoke cloud to Acid runner's Boom # Explain why it's good for the game This adds a much needed visual indication of where an Acid runner explodes, plus it gives it more PUNCH/feedback for the runner The smoke is harmless, see-through, low alpha and disappears fast but it's more than enough to tell # Testing Photographs and Procedure Same Vid, take a look: https://streamable.com/ix63cp https://github.com/cmss13-devs/cmss13/assets/43085828/484faa97-fe8b-46ac-8178-44d8345289f9 # Changelog :cl: ghostsheet add: Added a harmless smoke cloud to Acid Runner's "For the Hive" ability. /:cl:
# About the pull request This PR allows corpsmen to buy blood bags in their vendors. # Explain why it's good for the game Blood bags are becoming increasingly more required in our medical system and more are going to be needed. # 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: Morrow add: Adds buyable blood bags to corpsmen vendors /:cl:
# About the pull request Adds a relatively scarce logistics backpack item to the req vendor, allows Marines to carry 3 of any obj/item/ammo_box/, increases the logistics capability of your standard Marine. (Special thanks to Sionnach for the sprites, and Bengus, Harry, and Beagle for help with the code!) # Explain why it's good for the game Instead of 400 boxes of ammo or mags remaining at the FOB, this new item encourages logistics and ammo-bearing (A lot of riflemen like wearing ammo boxes on their backs, this allows them to hold more boxes + MRE boxes/flare boxes as well, thanks to those being a subtype of /ammo_box/. Allows the movement of supplies easier if you can get your hands on this elusive, limited issue item! # Testing Photographs and Procedure    # Changelog :cl:LynxSolstice, Sionnach add: Adds a new IMP framed back item, the Ammo Rack. balance: Added the new Ammo Rack to the Req vendor. At a scaling of (round*1), it should be pretty scarce. The ammo rack also is unthrowable and adds a flat .5 second increase to movement delay. imageadd: Added icons for Ammo_Pack_ and onmobs for each state (0, 1, 2, and 3) /:cl: --------- Co-authored-by: BeagleGaming1 <56142455+BeagleGaming1@users.noreply.github.com> Co-authored-by: fira <loyauflorian@gmail.com>
# About the pull request Adds a free entrenching tool, and not-free sandbag stacks to the rifleman vendor under a 'Entrenching Equipment (Optional)' section to encourage sandbag usage among the general population of the Marine forces (anyone can set up or take down sandbags, they're also repairable by using just sandbags) because as of now, they are under utilized because engineering players have access to vast amounts of metal and the training to use said metal. # Explain why it's good for the game This change would be sovlfvl and aesthetic. (Who doesn't love riflemen building sandbags in movies and stuff?) Also it would just be plain neat. I made this PR because I noticed that although riflemen can easily get a shovel/etool, they have no easy way to acquire sandbags (most engineers don't buy them, req doesn't normally buy them, and even the 25 bags that engineers get in their essential equipment is left on their prep room floor!) This PR solves this issue by allowing riflemen to purchase sandbags for a small amount of points. # Testing Photographs and Procedure [Testing video!](https://youtu.be/QtFh4-rzrV4) # Changelog :cl:LynxSolstice add: Field kit for all roles. (spawner with a map). Sandbags and E-Tool buyable in the rifleman vendor. code: Moved the map from a _KIT bitflag to a new bitflag, added the fieldkit to all squad roles. balance: Added half stacks of sandbags to the rifleman vendor, buyable for one stack each for 5 points. /:cl:
# About the pull request since you can't crowbar floor on shuttles you can't see the cable link to apc and cut them to make a new APC... so i added a scenery to explain why this spot lack a tile like around it... fixes: cmss13-devs#3461 <!-- 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 because i added a small scene and it fix 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: trijent shuttle apc can now be properly fixed... maptweak: added a scenery around the fix to make it look more natural. /:cl: --------- Co-authored-by: Julien <jverger.ingx@gmail.com>
Changes the wording of the intro desc for nurses as they can now do things such as fixing IB. # Explain why it's good for the game Corrects in game wording so that it is now up to date with a description of their abilities. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> </details> # Changelog :cl: fix: Corrected the nurse's starting descriptor in line with IB changes. /:cl:
… records. (cmss13-devs#3598) # About the pull request Very old bug. fixes cmss13-devs#30 Adds as a comment added by user [REDACTED] (Military Police) at date "Pre-Deployment" # Explain why it's good for the game Consistency, the other records are there. </details> # Changelog :cl: fix: Your fluff security record from preferences is now visible to MPs. /:cl:
# About the pull request Seems like an oversight, fixes cmss13-devs#3568 # Explain why it's good for the game Silly oversight. </details> # Changelog :cl: fix: You can now plant hardy weeds on colony turfs on Chances Claim /:cl:
# About the pull request This is just a quality of life fix really, fixes cmss13-devs#3420 # Explain why it's good for the game There's no reason to detect on objects with no intel. </details> # Changelog :cl: fix: Data detector no longer triggers on empty vial boxes /:cl:
# About the pull request The sentries work by creating bounds and using those to check if anyone is in range. Since X and Y coordinates change when the dropships move, this would break until you redeployed the sentry. Partially fixes cmss13-devs#3554 and fixes cmss13-devs#436 (Can't reproduce M56D not working) # Explain why it's good for the game Bugs bad. # Testing Photographs and Procedure # Changelog :cl: fix: Sentries now work correctly on dropships. /:cl:
# About the pull request Oversight in message flags, fixes cmss13-devs#3387 # Explain why it's good for the game Bugs aren't so good </details> # Changelog :cl: fix: Xenos are no longer notified each time a sister destroys a large crate. /: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. --> This adds a verb that allows admins to upload a DMM Map + a JSON Map Config to override the normal map selection for next round. They also have the choice of using a default config if lazy and don't mind their map being called unknown, having useless survivors, no weather, etc etc etc (seriously, use a config). This works by saving the map DMM to `data/` folder and overwriting the `data/next_map.json`/`data/next_ship.json` (did i mention it works with ships too?) as usually done by map changing. A number of dumb small refactors were neccessary to allow loading a map residing in `data/`, outside of `maps/`. While the option to override ship maps is also present, our game code probably doesn't support major ship changes very well. It's advised to only use it with map variations, or full ships with the same set of functionalities. # Explain why it's good for the game Admins can actually run their events without randomly loading their maps in the middle of ground map butchering it and causing random issues. It also lets them upload the config for it to be named / setup properly. # Changelog :cl: add: Added a map override for Admins allowing them to load in maps directly as ground or ship during the next round. /:cl: --------- Co-authored-by: harryob <me@harryob.live>
# About the pull request cmss13-devs#3516 this PR changed behavior of middle mouse button clicking, which caused xenos to attack adjustment tiles when attempting to use abilities on cooldown. This PR won't let xenos to attack using MMB, I doubt anyone really used MMB for this. I don't know if it will break anything else tho. # Explain why it's good for the game It was unexpected behavior. If I am trying to use my ability, I don't want to attack. # Testing Photographs and Procedure <details> I cannot test it for now. <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: ihatethisengine fix: MMB cannot be used to attack again /:cl: Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
…devs#3602) # About the pull request Okay that's a clickbait.... When people put C4 and Breaching Charges in their bag and what not the log gets triggered. This spams niche log with false warnings of /!\ DANGEROUS GRIEFING TERRORISTS /!\ <!-- 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 Uh # Changelog :cl: fix: Handling C4 and Breaching Charges should not zealously trigger antigrief protection anymore /:cl: --------- Co-authored-by: harryob <me@harryob.live>
Co-authored-by: fira <loyauflorian@gmail.com>
Co-authored-by: fira <loyauflorian@gmail.com>
…into mineRefractor
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About the pull request
This PR is a finalization of initial code from Totalepicness5. This PR adds antitank mines as an alternative/additive to claymores that target larger xenos.
Explain why it's good for the game
It offers a defensive/ambush utility to engineers that can be countered by xenos (dug up and acid'd) but that deters T3s.
(gonna write some more later I think, but it's sat in my tabs for like 8 hours already)
Testing Photographs and Procedure
The code hasn't changed but the placeholder sprite is kil
video
Changelog
🆑
add: Adds anti tank mines and the framework for creating more bury-able mine types.
balance: Adds M19 Antitank mines to the engineer vendor, the req vendor with a scale of (round * 2), adds the M19 antitank mine.
spellcheck: ((title suggested by Silencer_pl)) Added descriptions for the Antitank Mine.
code: Original code by Totalepicness5, maintenance of the code by LynxSolstice.
refactor: Mine code flesh out more. (Refactor by Totalepicness5)
imageadd: Adds a sprite for an unburied and a buried Antitank Mine (Sprites by Thwomper)
/:cl: