Barricade SFX fix#5
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Flora Burning Refactor Closes cmss13-devs#47 See merge request cmdevs/colonial-warfare!2413
RO/PO/DCC Sleeves & Minor Additional Edits See merge request cmdevs/colonial-warfare!2783
Pred/Synths no longer get door stunned See merge request cmdevs/colonial-warfare!2779
Whiskey Voting See merge request cmdevs/colonial-warfare!2771
Toggle Predator Round See merge request cmdevs/colonial-warfare!2705
adds other kinds of medkits to medic vendors See merge request cmdevs/colonial-warfare!2766
Staff Custom OBs See merge request cmdevs/colonial-warfare!2587
Bugfix: Thralls can now set their own mask visors See merge request cmdevs/colonial-warfare!2683
Fixed Terminator Harness Flag See merge request cmdevs/colonial-warfare!2782
Notes Overhaul See merge request cmdevs/colonial-warfare!1586
Radial menu for pheromone selection See merge request cmdevs/colonial-warfare!2755
Xeno Resin Marks :0) See merge request cmdevs/colonial-warfare!2676
Alpha to Forsaken weeds/eggs on Hunter ship See merge request cmdevs/colonial-warfare!2765
Fullscreen port + input cleanup See merge request cmdevs/colonial-warfare!2739
Bugfix: Buckle sound See merge request cmdevs/colonial-warfare!2717
Fixes the kitchen grinder being an industrial grinder See merge request cmdevs/colonial-warfare!2821
Surgery Tray to Surgical Vest Tool Transfer See merge request cmdevs/colonial-warfare!2879
Synth Survivor Update and PMC Survivor Bugfix See merge request cmdevs/colonial-warfare!2787
Crew Monitor Tweaks See merge request cmdevs/colonial-warfare!2874
Underwear Update See merge request cmdevs/colonial-warfare!2646
R4T Take Two See merge request cmdevs/colonial-warfare!2427
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* Nerfs Soro Weather effects (#8777) # About the pull request Makes Soro storm and blizzard effects 40% more transparent and deletes the most contrasting pixels. (I found whatever was the least transparent and replaced it with nothing, then applied a 40% alpha to everything) # Explain why it's good for the game Less visual clutter, soro is a notorious map for this and it's nearly unplayable when it happens. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> before: after:  Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: TotalEpicness5 qol: Soro storm and blizzard effects are now 40% more transparent and less distracting. /:cl: * Automatic changelog for PR #8777 [ci skip] * Moves Normal Defender sideview icon 2 pixels to the center (#8732) # 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. --> Moves Normal Defender Walking, Running and Crest sideview (looking right/left) 2 pixels to the center. Since Steelcrest requires more space, Steelcrest was moved 2 pixels towards the center, but there are no overlay shift to compensate that. So, I decided to just move Normal Defender and all of Defender's overlays towards the center (the same distance Steelcrest was moved) # Explain why it's good for the game Better icon state consistency for Steelcrest overlays # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: fix: Normal Defender sideview icons (looking left/right) and overlays were moved 2 pixels to the center, so Steelcrest strain will have overlays on correct positions now (bloodied, marine packs) /:cl: * Automatic changelog for PR #8732 [ci skip] * Fixes weapon accidental discharges on disarm (#8818) # About the pull request You ever see those messages about guns accidentally firing whenever someone holding a gun is shoved or disarmed? Yeah, this PR revives this feature Don't shove wielded sadars # Explain why it's good for the game Fixes a long-time bug by calling handle_fire proc instead of whatever held_weapon.afterattack(target,src) is supposed to do. Much friendlier than having to check proximity each time it returns since you're literally next to someone if you disarm them anyway. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://cdn.discordapp.com/attachments/604397850675380234/1352305339315388416/Desktop_2025.03.20_-_23.37.08.02.mp4?ex=67de30bd&is=67dcdf3d&hm=58d99935e09beb4ef772bee50ba3d03bd7247503b35d48a539f7416df056c399& </details> # Changelog :cl: fix: You can now *accidentally* discharge a weapon once more. Try not to abuse this with your nearest specialist. /:cl: * fixes clocks being thrown super slowly (#8825) # About the pull request https://github.com/user-attachments/assets/4277591a-01ab-4626-8234-6edc9b8231e3 fixes this # Changelog :cl: fix: clocks are no longer insanely slow when thrown /:cl: * Automatic changelog for PR #8818 [ci skip] * Minor Grammer Fixes - Queen (#8830) # About the pull request Fixes some minor grammer errors in the hive messages created when Queen allows/restricts the creation/destruction of special constructions. Not huge ones, but they were bugging me. # Explain why it's good for the game grammar good # Testing Photographs and Procedure # Changelog :cl: spellcheck: Fixes some minor grammer errors in the forbiddance/allowance of the construction/destruction of special structures. /:cl: * db rebalance + shotgun delay cleanup (#8762) # About the pull request The DB exists as this unmaintained gun that's really cool but is utterly unfit for the balance of the game, so only really exists when people sneak one in, only to be promptly removed, this PR seeks to bring it inline with other shotguns so it can be used as regular map decoration, surv weapons, etc. Currently swaps it to combat shotty tier delay, removes the burst fire function, and generally moves its stats in line with the M37. the sawnoff version is now just worse-- sawn off guns don't do more damage and should generally be a downgrade in almost every way. While I was working in this file, the delays for shotguns were all over the place and inconsistent with some using magic numbers in SECONDS, some using straight defines, and some using DEFINE * MAGIC NUMBER, to rectify this a new set of defines more applicable to shotguns has been added for use. The merc shotgun suffers a 2 decisecond firerate nerf here in order to bring it in line with the other combat shotties, which will occasionally affect normal play since the gun spawns in a couple places. the merc shotgun maintains its burst for now but I can remove it on request cuz its frankly pretty silly too. This PR does not change the availability of these weapons at all. # Explain why it's good for the game https://github.com/user-attachments/assets/e0881e52-6e87-4980-99c3-7e880cad01cb no more of this, new colony weapon to use. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://cdn.discordapp.com/attachments/604397850675380234/1350018058336600125/Desktop_2025.03.14_-_03.06.04.08.mp4?ex=67d535cb&is=67d3e44b&hm=7c1ea3684752e6f702e9b07fa58291b36ce5443af75bedaec288e7fa5333b014& </details> # Changelog :cl: detectivegoogle balance: the alt shotguns have been rebalanced. balance: The custom shotgun fires 2 deciseconds slower(now same as Mk221, is otherwise the same. balance: The double barrel(currently unobtainable) is now in most ways equivalent to a M37, it fires as fast as a Mk221, though. balance: The sawn-off double barrel(currently unobtainable-mostly) is now in most ways worse than the normal DB. code: Shotgun delay defines have been changed to be consistent, use SECONDS for readability, and reduce magic numbers. /:cl: * synth vendor changes (#8755) # About the pull request moves the upgraded storage solutions i.e. webbing and backpacks into the experimental vendor, removes some experimental items considered not useful, not maintained, or not desirable for the direction of the WL # Explain why it's good for the game requested by council upgraded storage over the marines should be an investment of resources rather than getting a 14 slot webbing and a 7 slot satchel for free every round, surgery is expected to be something you 'spec into' rather than simply have all the equipment for on you at all times. something like that anyway wasn't my idea I'm just doing what they requested # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> </details> # Changelog :cl: balance: upgraded backpacks and webbings now cost experimental tools points in the synth vendor del: foam backpack, maint jack, crew monitor, autocomp, mesons removed from the experimental vendor /:cl: * Automatic changelog for PR #8830 [ci skip] * Automatic changelog for PR #8825 [ci skip] * Vanguard shield minimal damage (#8773) # About the pull request introduces minimal damage requirement for triggering vanguard shield decay. The main reason is so it does not get triggered by weather events (for that minimum of 2 or so would be enough) # Explain why it's good for the game Having your shield that you want to use to defend yourself from rockets triggered by snow is quite annoying and makes the shield more predictable. # 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: balance: vanguard shield requires minimal damage 6 to trigger decay /:cl: --------- Co-authored-by: vincibrv <vojtechvincibr@seznam.cz> * Automatic changelog for PR #8773 [ci skip] * Fixes Nuke being able to nuke before decryption mentioned in #8769 (#8772) # About the pull request Fixes #8769 # Explain why it's good for the game Nuking before decryption is BS # Testing Photographs and Procedure changing an && to an ||, because you want all of those cases to be true not just one. [video in devchat of the fix working](https://cdn.discordapp.com/attachments/745447048261795890/1350723634221551671/nukefix.mp4?ex=67d7c6e9&is=67d67569&hm=eb5adf0e69b3baf166af9c0e6fb5528e4538075ca80c75ae2802c377f4fafd36& ) admins are notified if users bypass the TGUI check.  # Changelog :cl: fix: fixes nuke Before Decryption /:cl: --------- Co-authored-by: kiVts <48099872+kiVts@users.noreply.github.com> Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com> * Automatic changelog for PR #8772 [ci skip] * Automatic changelog for PR #8762 [ci skip] * fix clf surv synth IFF and radio (#8757) # About the pull request fix #8754 # Explain why it's good for the game bugs bad. bugs I am responsible for even worse # 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: CLF surv synths now have CLF IFF and survival pouches containing working radios. /:cl: * Automatic changelog for PR #8757 [ci skip] * Automatic changelog for PR #8755 [ci skip] * Makes neuro hallucination playsounds not be loud as hell (#8709) # About the pull request i actually got 10-15 years taken off my ears while testing this fixes: #8680 # Explain why it's good for the game blowing up the players eardrums is not good # 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: Neuro hallucination sounds are no extremly loud. code: playsound_client is now base 35 so its not as loud. /:cl: --------- Co-authored-by: InsaneRed <prodexter31@outlook.comm> * Automatic changelog for PR #8709 [ci skip] * Tacmap Icons for Xenomorph Egg Morphers & Recovery Nodes (#8631) # About the pull request Add more tacmap sprites, adds Egg Morpher & Recovery Node sprites. # Explain why it's good for the game After we got #7226 Merged, finding morphers is harder now (before you could find them only in hive or places full of corpses), because now they are more "mobile" and there are no indicators of "where" they are, same with recovery nodes, this PR aims to improve experience by adding map icons for this structures. # Testing Photographs and Procedure <details> <summary>Hive Placement:</summary>  </details> <details> <summary>Hivemind Tacmap:</summary>  </details> # Changelog :cl: Venuska1117 imageadd: Add Tacmap Icons for Xenomorphs Egg Morpher & Recovery Node /:cl: --------- Co-authored-by: Venuska1117 <venus117@o2.pl> * Automatic changelog for PR #8631 [ci skip] * adds special icons for squad specs (#8771) # About the pull request see title, icons pending approval # Explain why it's good for the game makes it easier for marines and command to tell which spec, since their roles are quite different between types of specs. # Testing Photographs and Procedure   # Changelog :cl: imageadd: added special hud icons for some specialists imageadd: added special minimap icons for some specialists /:cl: --------- Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com> * Automatic changelog for PR #8771 [ci skip] * UBS nerf (#8797) # About the pull request UBS now only does knockback stun within 1 tile range (PB distance) instead of 2 # Explain why it's good for the game it's silly the breaching shotgun which is supposed to be less damaging has the same stun range as pump shotty. (also masterkey hits stuns more consistently since shotty with attachies has a chance to miss the shot entirely) <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: balance: UBS attachment now only knockback stuns in a 1 tile range /:cl: Nomoresolvalou * Automatic changelog for PR #8797 [ci skip] * Automatic changelog compile [ci skip] * Yautja can eat nonstop (#8788) # About the pull request Yautja has a good stomach and can eat nonstop! # Explain why it's good for the game Nutrients are not processed in yautya's body, I don't want to make an exception for nutrients. This need for RP reasons # Testing Photographs and Procedure 👍 # Changelog :cl: qol: Yautjas can eat endlessly /:cl: * Automatic changelog for PR #8788 [ci skip] * fixes shaking bypassing pill skill locks (#8838) # About the pull request using the shake verb currently allows you to reliably bypass the skill lock intended for pills # Explain why it's good for the game fixes an exploit # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary>  </details> # Changelog :cl: fix: pill bottle skill locks can't be bypassed by shaking anymore /:cl: * Automatic changelog for PR #8838 [ci skip] * Merge branch 'Zonespace27:master' into moba-defender * Revert "Merge branch 'Zonespace27:master' into moba-defender" This reverts commit d800419, reversing changes made to 7d54fbb. * Merge branch 'moba' into moba-defender * merge * Update colonialmarines.dme * fortification effect finished * dirt kick animation * tremor ult * jitter on lvl up * car is real * soak ability * soak actually added * the math wasnt right * pre-mitigation shields and overlay fix * Merge branch 'moba' into moba-defender * wrong ability_primacy for runner ult * Update in_the_zone.dm
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Changelog
🆑 Firartix
bugfix: Barricade hit sounds now load from resources bundle, allowing them to work in the Docker setup
/:cl:
Details
sound directory is not deployed on docker setup because we don't need it. this doesn't either, they can be baked at compile time in the RSC file
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