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matttheficus wants to merge 1009 commits intothwompa:masterfrom
matttheficus:MaybeThisTime
Closed

Testing#22
matttheficus wants to merge 1009 commits intothwompa:masterfrom
matttheficus:MaybeThisTime

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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:

Puckaboo2 and others added 30 commits December 29, 2025 20:41
# 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.

![dreamseeker_2025-12-04_22-58-52](https://github.com/user-attachments/assets/6e9d3cfb-961b-424e-adc0-faa09e91a46b)

</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
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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:
cmss13-ci bot and others added 29 commits January 27, 2026 14:12
# 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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