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# About the pull request resistence > resistance changes wording # Explain why it's good for the game it's just good for the game # Changelog :cl: spellcheck: fixed typo in W-Y engi helm description /:cl:
Brute changes
back gun icon fix
# About the pull request Fixes issue reported in gameplay-help channel where one of the timelocks for CMO is blank, Researcher. # Explain why it's good for the game New players having to figure out which roles count on their own. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> After:  </details> # Changelog :cl: fix: Add "Research Roles" label to timelocks /:cl:
# About the pull request Adds yautja cleanser gel vials as a tool for alternative gear recovery methods and cleaning up the hunting reserve. Code taken from cmss13-devs#3271 # Explain why it's good for the game This tool was meant to be added as an alternative gear recovery method some time ago, I've made it additionally able to help in the chore of cleaning up the hunting reserve. # Testing Photographs and Procedure # Changelog :cl: MeH0y, TyranicRanger4 add: Adds yautja cleaner vials to yautja hunting equipment /:cl: --------- Co-authored-by: Tyranicranger4 <80382633+Tyranicranger4@users.noreply.github.com> Co-authored-by: Git-Nivrak <59925169+Git-Nivrak@users.noreply.github.com>
# About the pull request Updates both the USCM and PMC Sniper Spec's HUD icon to stand out and be more in line with the other Squad roles' HUDs. Also changes the Map icon to fit the new HUD icon. # Explain why it's good for the game The current one looked out of place and didn't really convey what role the Sniper had. This new one pops out and immediately signifies that it's a Sniper. It also looks nicer. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Old Sniper HUD  New Sniper HUD  New Sniper HUD alongside SG and FTL  New PMC Sniper HUD  New PMC Sniper HUD alongside SG and SL  </details> # Changelog :cl: imageadd: Updated the USCM and PMC's Sniper Specialist's HUD and Map icon. /:cl: --------- Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
…-devs#9264) # About the pull request As title # Explain why it's good for the game It's nice to be able to track the Intel SL, and it makes no sense that the command headsets can't track anyone. # 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 tracking to command headsets. add: Added a tracker for Intel Squad Lead. add: Added XO and CO subtypes for the senior command headset. This has no identifying features aside from different tracking options. /:cl: Co-authored-by: forest2001 <forest2001@cm-ss13.com>
…ements on a vending machine (cmss13-devs#9275) # About the pull request Fixes a minor spelling mistake when attempting to tweak access requirements on a vending machine without the required skill. # 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: spellcheck: Fixes a minor spelling mistake when attempting to tweak access requirements on a vending machine /:cl:
# About the pull request This PR updates most caching in CI: - Depreciated cache@v3 usage is updated to cache@v4 - Byond downloads now test the archive downloaded, and support a mirror to download builds from - Restore keys for all cache usage changed - Purge key secret is nuked (not useful when you can just delete the cache) - Byond cache keys now include the build version (mostly ports tgstation/tgstation#89180) - Bootstrap is now cached (mostly ports tgstation/tgstation#78307) - Node is cached differently and Yarn is now cached with Node (mostly ports tgstation/tgstation#89363 and tgstation/tgstation#89494) # Explain why it's good for the game More reliable and flexible CI. # Testing Photographs and Procedure See checks. Though I did not test generate_documentation.yaml. # Changelog :cl: Drathek code: CI now caches/installs Byond, spacemandmm, rust, bootstrap, node, and yarn differently for Github actions /:cl:
# About the pull request Xenomorphs can be fed with any /obj/item/reagent_container/food/snacks, so why not remove the restriction on the ability to consume other types of food/drink for xenomorphs? <!-- 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 **Xeno can drink beer! Its cool!** # Testing Photographs and Procedure below <details> <summary>Screenshots & Videos</summary> https://github.com/user-attachments/assets/addd1724-c8d9-490e-91d5-1e9d5853e319 </details> # Changelog :cl: add: Xeno can be fed with any type of food /:cl: Co-authored-by: LiquidPotroh <max.dobro123@gmail.com>
# About the pull request As title # Explain why it's good for the game I know a lot of mentors have wanted this for a while. # 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: admin: Mentors can now disable their stuff. /:cl: Co-authored-by: forest2001 <forest2001@cm-ss13.com>
# About the pull request This PR is a follow up to cmss13-devs#9412 where both there was no busy check for entering a tunnel nor a reassessment of whether the xeno is now hauling after finishing the do_after to enter a tunnel. # Explain why it's good for the game Fixes cmss13-devs#9580 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://youtu.be/71mzigJP06k </details> # Changelog :cl: Drathek fix: Fixed an exploit allowing hauled to still enter tunnels /:cl:
# About the pull request This adds in a new yautja melee weapon that goes on your bracer, it has a small combo system i plan on expanding on in the future. TLDR ; You stack combos by hitting people on harm intent and you finish your combo by choosing one of the three finishers via intents, i wont spoil them so people can figure it out themselves as they play. adding the new chains onto bracer adds some extra interaction # Explain why it's good for the game new weapons are always good, i think this will bring about some more fun combat into the game, TM required so i can tell whats performing how # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: add: New yautja weapon "Chain Gauntlets" add: New sprites for "Chain Gauntlets" /:cl:
…s#9443) # About the pull request Changes the back-end for manifest interaction from job equipment presets. # Explain why it's good for the game Makes things easier to customise presentation. # 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: Changed the backend of crew manifest labelling from equipment presets. /:cl: --------- Co-authored-by: forest2001 <forest2001@cm-ss13.com> Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request allows both empty and filled sandbags to fit into IMP ammo rack # Explain why it's good for the game Riflemen can purchase sandbags but currently lack a viable storage solution for filled ones. The IMP ammo rack is a limited logistical item that already supports carrying deployable barricades. Adding support for sandbags enhances its utility without undermining its primary role. This change doesn't make the IMP rack solely a sandbag carrier; it still excels at transporting large quantities of ammunition or deployable barricades. Instead, it adds flexibility and gives players more tactical options. At the same time, it preserves the unique role of the construction rig, which remains the superior choice for carrying large quantities of filled sandbags due to its ability to hold twice as many and utilize the belt slot. # 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: balance: Allows IMP ammo rack to carry filled sandbags /:cl: <!-- Both :cl:'s are required for the changelog to work! --> Co-authored-by: vincibrv <vojtechvincibr@seznam.cz>
…mss13-devs#9425) # About the pull request Enables the storage of flags and teslas into the construction rig belt. I do believe it might be an oversight, considering all sentries, flame sentries and their "upgraded" counterparts are able to be put inside them. # Explain why it's good for the game Puts the tesla and flag in line with the other two sentries when it comes to storage and prevents attempts at putting the flags/teslas into the construction rig thinking it could be done the same as the flamer/normal sentries, possibly wasting their belt choice. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: balance: Enabled the storage of flag/teslas into the construction rig. /: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. --> OpenDream is adding `usr` to the `SoftReservedKeyword` pragma: OpenDreamProject/OpenDream#2307 This PR renames `var/mob/usr` to `var/mob/user`. # Explain why it's good for the game This pragma is currently set as an error in CM, because using internal var names for declared var names is cringe. # Changelog it's a var rename
# About the pull request admin logging for disarm weapon discharges was mis-categorized and in a place most people didn't check, considering the relative likelihood these incidences will result in a ticket it should be bumped up in how easily noticed it is. Also adds jump links etc. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog no player facing changes
should work I quess?
# About the pull request Completely revamps Soros visuals, gets rid of the snow, makes the whole map a true "Jungle", adds a lot of various new sprites, flora, rocks ect. Also replaces all of the survivors with completely new ones, more appropriate to the UPP theming, as the map is no longer a WY colony in any way, it's a true UPP colony now. Also various smaller additions to the map, as well as some new areas to hopefully improve the flow of the map. Finally adds a new SOF (Space Operating Forces) insert, new gun "AK-4047" (MK2 equivalent), new armors, stuff like that. https://avp.fandom.com/wiki/Space_Operating_Forces # Explain why it's good for the game Basically Soro in my opinion was always an underrated map, it really just needed to be more cohesive, the whole Snow - Jungle schtick didn't really work, and I think it works better just being a pure jungle themed map, I understand the original vision was different, but I'm sure the original author would understand the need for the changes. Also the major problem with the map was the "Snow" and "Blizzard" specifically, nobody on both sides really likes the snow, the weather effects made playing Soro unbearable at times. So hopefully now Soro will actually be played more, and people will see the true value of the map, as I think it's always had a lot of potential, just held back by the Snow and weather effects. Adding new survivors, a new insert and various details around the map also makes the map a lot more interesting, instead of just "Snow Russians", it now has more lore-focused unique survivor roles too. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  High quality map: https://drive.google.com/file/d/1aRJSBqbcydzbzCusLCgaR9ROs4XkctKF/view?usp=sharing Some of the Survivors:  </details> # Changelog :cl: Zenith, Tsurupeta, dimdimich1996, Crowford, Amory, BOBAMA add: added AK-4047 Rifle add: added SOF insert add: changed + added many survivors to be completely unique. code: changed how weather sirens work. soundadd: added new sounds to AK-4047 and Jungle ambience. imageadd: added many new sprites for survivors, map objects & map visuals in general. mapadd: added new northern checkpoint area + small cave area. maptweak: massively changed Soro's visuals, snow gone, pure jungle + much more UPP theming. /:cl: --------- Co-authored-by: XSlayer300 <35091844+XSlayer300@users.noreply.github.com> Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com> Co-authored-by: Drulikar <drathek@gmail.com>
Minor fixes
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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: