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# About the pull request 1. If 'Civilian' was incorrectly-spelled anywhere, now it is not. 2. Spellchecks anything in modified files. # Explain why it's good for the game 1. Spellchecks is gud. 2. Ditto. # 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 spellcheck: If 'Civilian' was misspelled anywhere, now it isn't. spellcheck: Spellchecks modified files. imagetweak: Respelled 'background_civillian' to 'background_civilian'. /:cl:
# About the pull request Title. For Strobia # Explain why it's good for the game These things are pretty underwhelming, especially when compared to the other attachment choices, and is easily overshadowed by the much superior flashlight grip due to the stat increases it additionally gives with the light. One point extra which is equivalent to 1 extra tile of light should at least be something. Additionally introduces the underbarrel flashlight mount, switched to by pressing unique action with the rail light, go experiment with it, its pretty cool I think Other flashlight mods still retain their old flashlight modifier. # Testing Photographs and Procedure Under-barrel Lights <img width="342" height="244" alt="image" src="https://github.com/user-attachments/assets/f130002a-bda7-490d-83f2-19ae35150e83" /> Flashlight Grip comparison <img width="846" height="867" alt="image" src="https://github.com/user-attachments/assets/75572694-093f-4bc2-8900-b672202bb158" /> Rail-light/underbarrel-light comparison <img width="1018" height="917" alt="image" src="https://github.com/user-attachments/assets/4041d121-dc12-47dd-9af5-8a2ec33fdd1c" /> # Changelog :cl: add: Adds an underbarrel flashlight mount, switch to it via unique-action on the rail light balance: Rail lights and by extension, the underbarrel rail light, has their light modifier buffed by a single point /:cl:
# About the pull request If 'acquired' has been spelled incorrectly, now it is not. # Explain why it's good for the game Spellchecks is gud. # 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 soundtweak: Renamed files where 'acquired' was misspelled. spellcheck: The word 'acquired' is no longer misspelled anywhere. /:cl:
… options in the vendors, among other changes (cmss13-devs#11352) # About the pull request Title. This is for Duke. Lets majority of the marine roles, typically ones that spawn on the lower deck or are not combat exclusive to spawn starting with a headset, basically every role but Squad roles start with one now. # Explain why it's good for the game Really hurts the sense of direction for newer players when they lack a headset, especially when roles such as MT and nurse are one of the common choices for them. As for the other roles, its more of a QOL decision to assist late joiners more than anything in particular for balance. However, majority of the spare headset choices have been nuked for redundancy, and most players, while pretty uncommon, typically give out these spare headsets rather than for personal use. I see you QM players. This basically means that your headset is much, much more valued in gold, and losing it should mean something. That said, while some roles such as MPs has had their vendor headset removed, they still have spares in their lockers, and the CMP are now also able to vend extras just in case, or with the command headsets through the CIC armory, same goes with the CT lockers. Synths still retain their spare vendor headset, as they're the only one that has feasible reasons to have a spare anyhow. Additionally, departmental headsets now default to their department frequency, less fiddling for them. Lastly, CE tracking options has been gutted, they certainly have no need to track other squad leaders when they should be confined to the FOB, which is, for the most part, the FOB If the CE has to build an FOB that is NOT the LZ, then command should be making an effort to provide the CE an escort, not for the CE to track down their escort. At the very least, the CE still retains LZ access, the POs too, just in case # Testing Photographs and Procedure Works, don't really need a video for this # Changelog :cl: balance: Most non-combatant marine roles start with a headset now. balance: Rebalance the cost of the researcher spare headset in the CMO vendors balance: CMPs are now able to buy spare MP headsets in their personal vendors del: Most spare headset choices are removed; you may still find spares in certain places, such as the MP lockers, or CIC Armory Lockers. code: Cleans up the paths of the headsets, made them all subtypes of command headsets, cleans up redundant variables qol: Arguably QOL, but departmental headsets now default to their department frequency add: Pilots can now track the LZ with their headset del: CE tracking options has been gutted, they have no need to track anything but the LZ for building, anyhow /:cl:
# About the pull request Recent PR cmss13-devs#11047 broke pred masks and any other mask that stops facehuggers. # Explain why it's good for the game This 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: fix: Fixes facehuggers bypassing hug resistant masks. /:cl: --------- Co-authored-by: forest2001 <forest2001@cm-ss13.com>
# About the pull request Several prompts from the Mortar contained duplicate "the" <img width="794" height="69" alt="image" src="https://github.com/user-attachments/assets/fa4560d7-d588-45ca-99c3-549b62a9eb34" /> I, hopefully, removed them. I played with the Mortar's targeting system and got no exceptions. I also spellchecked a "beings calibrating" message. # Explain why it's good for the game It's a little weird to see "the the Mortar" # Testing Photographs and Procedure ## Before <img width="794" height="69" alt="image" src="https://github.com/user-attachments/assets/588ee028-743c-4e7c-8314-c51ccb9db37f" /> ## After <img width="916" height="399" alt="image" src="https://github.com/user-attachments/assets/4c0dec32-302b-409c-8b77-0822925bead2" /> # Changelog :cl: DangerRevolution spellcheck: Fixed several duplicate "the" with Mortar interactions /:cl:
…s#11412) # About the pull request Title. Oops. # Explain why it's good for the game Fix is good, also fixes IOs losing access to general comms when their encryption key is removed, funny how I caught that randomly Also adds a spare almayer general radio key to requisitions just in case I missed something, and its good to have for non-marines such as survivors Closes cmss13-devs#11410 Closes cmss13-devs#11413 # Testing Photographs and Procedure It works this time trust me # Changelog :cl: add: Adds spare almayer general keys to requisitions for non-marines such as survivors fix: Fixes intel headsets losing their almayer general comms when their intel key is removed code: Repaths all instances of encryptionkey/public to encryptionkey/almayer for less confusion /:cl: --------- Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>
…s13-devs#11421) # About the pull request Title. Orbiting ghosts could move items from open inventories into the hand to force drop them as it tried to put the object in the ghost's hands, so they will contain at least one item if they do this, two if the player swaps hands. Resolves: cmss13-devs#11419 <!-- 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 No haunting allowed # 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: MistChristmas fix: Ghosts no longer able to move items out of open inventories when orbiting /:cl:
) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About The Pull Request 1. Makes the surgery more descriptive 2. Adds extra flavor text for successful surgeries. If you cured blindness or nearsightedness, you get extra messages letting you know what you fixed. 3. You can begin eye surgery if the patient is nearsighted or blind, even if the patient has 0 eye damage. 4. Adds sounds to all steps. 5. Eyes now require the patient to have Oxycodone in their system for a painless surgery. 6. Rearranges some surgery steps and adds one final step. # Explain why it's good for the game 1. Learn about different parts of the eyeball if you're awake! Isn't surgery fun? 2. Not only did you complete a surgery, but you can see exactly what you've fixed! Cured blindness and nearsightedness at the same time? The game lets you know. 3. If the scenario somehow pops up, there won't be an issue for it. 4. Wher sounds? Here sounds. 5. Eyes have some of the greatest concentrations of nociceptive nerves in the human body and must be fully numbed for LASIK or to be be completely anesthetized in real life for an operation to commence. Have you ever been poked or hit in the eye before? Or ever got a little bit of dust in your eye? A teeny dust particle can cause an immense amount of pain, let alone a big ass scalpel separating your eye bits. 5a. Okay, so... It's mostly logic-based, here. Tools, first, why would you lift the corneas with a giant ass retractor meant for separating bones? That's better used for opening up the eyeball, itself. How would a hemostat repair any damage in the eye if it only pinches? No, that's better suited for lifting the corneas and lenses. Scalpel to open>Hemostat to lift the lenses>Retractor to open up the eye. Now what? 5b. Currently, the steps are to separate the corneas, lift them, and repair the damage. What damage? The surface damage? Yes, surface damage explains eye damage and nearsightedness, but to address complete blindness, you need to go inside the eyeball. So, retractor after scalpel and hemostat. To fix the inside of the eyeball, it's Fix-o-Vein, time. Then you just close everything all neatly. So, the new steps of eye surgery are: Scalpel to separate the corneas Hemostat to lift and pull them away from the rest of the eyes Retractor to open the eyes up Fix-o-vein to fix all the goodies causing nearsightedness and blindness inside the eyeballs Cautery to put everything back into place. In essence, you're doing internal bleeding surgery on the eyes. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Some words have been swapped around, but here's how the surgery looks on a fully blinded patient with 50 eye damage.  </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: Puckaboo2 fix: All steps in eye surgeries now have sounds. fix: If the patient is blind or nearsighted and has 0 eye damage, you can still initiate eye surgery. A patient now needs to either have eye damage or be blind/nearsighted to need surgery. qol: Makes eye surgery steps more descriptive. qol: If you cured blindness or nearsightedness, you get extra flavor text and a pat on the back (from Puck) balance: Changes eye surgery steps. It's now Scalpel, Hemostat, Retractor, FixoVein, Cautery. Pretend you're doing internal bleeding on the eyes and you will be fine. balance: Eye surgery now requires Oxycodone instead of getting away with inaprovaline. Eyes have some of the greatest concentrations of nociceptive nerves in the human body and must be fully numbed for LASIK or to be be completely anesthetized in real life for an operation to commence. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request UPP Serzhant specialist survivors on the Sorokyne SOF insert can now use the QYJ-42 that spawns in the crashed dropship <!-- 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 Survivors should be able to use the tools that were mainly intended for them # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://github.com/user-attachments/assets/d16446a6-6978-4800-a486-4e97b9eb1867 </details> # Changelog :cl: Doc12693420 fix: UPP Serzhant survivors can now use their QYJ-42 /:cl:
# About the pull request Adds additional checks to pouncing up a z level to prevent you from going places you shouldn't.<!-- 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 jumping over fog or getting stuck between indestructible walls 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. </details> # Changelog :cl: fix: You can no longer pounce up a zlevel into places which would get you stuck fix: You can no longer pounce over indestructible obstacles (e.g fog) /:cl:
# About the pull request Reverts spit overlay changes done in cmss13-devs#11036 <!-- 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 I attempted to fix an issue that no longer existed because the person who fixed the issue did not reference it in their PR. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Xeno spit overlays should return to their original function. /:cl:
# About the pull request Slightly changes properties balance to make them slightly more challenging to get. Cant get fire penetrating round start Fire with Fire penetrating gets particles. Particles used to be on every fire, but that got removed because particles are bad for FPS and lagged weak PCs. So this slightly shifts the color to be more red than the fire itself, and lowers the amount of spawning particles. (Doubt this will improve FPS much, but fire with firepen has way smaller application amount than say a inc OB) Doubt lag will be problematic. Particles can get removed anyways. <!-- 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 Whiteflame is too easy to get. They're better than stims, But research deploying their magnum opus before first hour strikes is too much. fire that is more dangerous than normal fire should have some sort of visual hint # Testing Photographs and Procedure <details> <img width="644" height="387" alt="image" src="https://github.com/user-attachments/assets/0c270207-cd05-473f-87c9-3fe4187a1426" /> (Not really visible here, but CM players see a 4 pixel difference to make life saving decisions in a milisecond) <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: Fire-penetrating now makes particles appear on a fire balance: Made white-flame harder to get. /:cl:
# About the pull request Self explanatory, I have upgraded all the sleepers and autodocs in the ERT stations that have them, so now all ERT stations have machines that have been upgraded with research upgrades (meaning autodocs can do more surgeries and sleepers perform better). I have also replaced the autodocs with unskilled ones where they weren't yet. CLF ERT station gets nothing lol! UPP ERT station doesn't get an autodoc (they never had one) and the USCM ERT station doesn't get a sleeper (they also never had one) # Explain why it's good for the game Provides a better experience to the people who escape to the respective ERT station, being able to perform surgeries on others despite having nobody with surgical skills who escaped with you and making the unskilled autodocs actually worthwile as they get back the original functions before they got split into research upgrades (ERTs have no way to upgrade 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: maptweak: All ERT stations who had sleepers and autodocs have recieved upgrades to said machines. /:cl: Co-authored-by: Unknownity <a>
…-devs#11632) # About the pull request Adds Chestrig as a backpack type option in preferences so you can spawn with one too. Only Squad Marine roles will spawn with one if selected. # Explain why it's good for the game More customization for drip, eliminates some of the need to go to the surplus vendor every round. # Testing Photographs and Procedure I tested it with the different maps and WO, everything seems to be in working order. <img width="753" height="416" alt="image" src="https://github.com/user-attachments/assets/54a148b6-a855-44a2-836b-90bc230d0432" /> <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 Chestrig as a selectable backpack you can spawn with. Find it in Backpack Types. /:cl:
cmss13-devs#11593) # About the pull request Ladders with a radial wheel will show it to you when you use a ladder. <!-- 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 It's some qol, if a ladder goes up 2 floors, brings up the radial wheel to make it easier to go up/down both. # 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: Ladders will automatically show the radial wheel after being used /:cl:
…ts (cmss13-devs#11501) # About the pull request Resolves Issue cmss13-devs#11028 # Explain why it's good for the game Inconsistent access requirements are bad. # Changelog :cl: maptweak: The maintenance doors leading into the orbital bombardment control room on both decks now have the correctg access requirements in place. /:cl:
# About the pull request Removes aimed shot from PMC sniper spec # Explain why it's good for the game A sniper spec with with wallhack that can two tap every xeno from complete safety is not really good for the game, even if it's hijack. For what it worth, PMC ERT will still be the strongest ERT even after this change. # 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 balance: removed aimed shot from PMC sniper spec /:cl:
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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: