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Fixes Nuke being able to nuke before decryption mentioned in #8769 #8772

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Git-Nivrak merged 12 commits into
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Aurallianz:fixNuke
Mar 23, 2025
Merged

Fixes Nuke being able to nuke before decryption mentioned in #8769 #8772
Git-Nivrak merged 12 commits into
cmss13-devs:masterfrom
Aurallianz:fixNuke

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@Aurallianz
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@Aurallianz Aurallianz commented Mar 16, 2025

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
admins are notified if users bypass the TGUI check.
image

Changelog

🆑
fix: fixes nuke Before Decryption
/:cl:

@github-project-automation github-project-automation Bot moved this to Awaiting Review in Review Backlog Mar 16, 2025
@cmss13-ci cmss13-ci Bot added UI deletes nanoui/html Fix Fix one bug, make ten more labels Mar 16, 2025
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This sounds like missing input checking in the actual .dm file, should probably fix that too

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Aurallianz commented Mar 16, 2025

I don't entirely think that anything else is an issue, it's now operating as intended & how it previously was. I wanted to avoid breaking anything else tbh. Plus there was no checks previously in the dm files.

Basically the system was just taking if any of those were false and allowing you to nuke. Instead of checking if all of them were false. Pretty simple, there is simply no way to break it now.

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I don't entirely think that anything else is an issue, it's now operating as intended & how it previously was. I wanted to avoid breaking anything else tbh. Plus there was no checks previously in the dm files.

Basically the system was just taking if any of those were false and allowing you to nuke. Instead of checking if all of them were false. Pretty simple, there is simply no way to break it now.

The wording of the bug report makes it sound like the UI allowed the nuke to go off without being decrypted.

This needs to be fixed in the .dm code, as a malicious user can send whatever requests they want, bypassing whatever checks added in the UI/.tsx

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oookay well, in theory this is the last thing that needed to be changed, again, in theory you should not be able to do that, and if it gets called magically, that person is probably cheating... SOOO

kiVts
kiVts previously requested changes Mar 20, 2025
Comment thread tgui/packages/tgui/interfaces/NuclearBomb.tsx Outdated
Comment thread code/game/machinery/nuclearbomb.dm Outdated
Comment thread code/game/machinery/nuclearbomb.dm Outdated
@github-project-automation github-project-automation Bot moved this from Awaiting Review to Changes Requested in Review Backlog Mar 20, 2025
@kiVts kiVts marked this pull request as draft March 20, 2025 02:56
Aurallianz and others added 4 commits March 20, 2025 04:13
@Aurallianz Aurallianz marked this pull request as ready for review March 20, 2025 09:30
@Aurallianz Aurallianz requested a review from kiVts March 20, 2025 09:31
Comment thread code/game/machinery/nuclearbomb.dm Outdated
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Mar 21, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>
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Aurallianz commented Mar 21, 2025

This is slightly stale but the newly merged code still lacks a server-side check for nuke operation so ill deal with this shortly

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Mar 22, 2025
@Aurallianz Aurallianz marked this pull request as draft March 22, 2025 02:46
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Aurallianz commented Mar 22, 2025

Dont merge this for now I am going to test it and whatnot again to make sure with the new changes it hasn't broken anything

@Aurallianz Aurallianz marked this pull request as ready for review March 22, 2025 08:15
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This seems to be fine, it is not causing issues

@Aurallianz Aurallianz changed the title Fixes Nuke mentioned in #8769 Fixes Nuke being able to nuke before decryption mentioned in #8769 Mar 22, 2025
@Git-Nivrak Git-Nivrak added this pull request to the merge queue Mar 23, 2025
Merged via the queue into cmss13-devs:master with commit 6b9dd64 Mar 23, 2025
@github-project-automation github-project-automation Bot moved this from Changes Requested to Merged in Review Backlog Mar 23, 2025
cmss13-ci Bot added a commit that referenced this pull request Mar 23, 2025
@Aurallianz Aurallianz deleted the fixNuke branch March 25, 2025 04:13
Zonespace27 added a commit to Zonespace27/cmss13 that referenced this pull request Mar 26, 2025
* rouny hero

* typo

* Nerfs Soro Weather effects (cmss13-devs#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:

![image](https://github.com/user-attachments/assets/f5d537fe-998f-42ab-938b-079c908807de)

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 cmss13-devs#8777 [ci skip]

* Moves Normal Defender sideview icon 2 pixels to the center (cmss13-devs#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>


![image](https://github.com/user-attachments/assets/8189bdcb-63bd-408e-adc3-be09ebf3c81c)

</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 cmss13-devs#8732 [ci skip]

* Fixes weapon accidental discharges on disarm (cmss13-devs#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 (cmss13-devs#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 cmss13-devs#8818 [ci skip]

* Minor Grammer Fixes - Queen (cmss13-devs#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 (cmss13-devs#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 (cmss13-devs#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 cmss13-devs#8830 [ci skip]

* Automatic changelog for PR cmss13-devs#8825 [ci skip]

* Vanguard shield minimal damage (cmss13-devs#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 cmss13-devs#8773 [ci skip]

* Fixes Nuke being able to nuke before decryption mentioned in cmss13-devs#8769  (cmss13-devs#8772)

# About the pull request
Fixes cmss13-devs#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.

![image](https://github.com/user-attachments/assets/2f80a892-ae30-4245-a2fd-49c4b1908d75)

# 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 cmss13-devs#8772 [ci skip]

* Automatic changelog for PR cmss13-devs#8762 [ci skip]

* fix clf surv synth IFF and radio (cmss13-devs#8757)

# About the pull request

fix cmss13-devs#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 cmss13-devs#8757 [ci skip]

* Automatic changelog for PR cmss13-devs#8755 [ci skip]

* Makes neuro hallucination playsounds not be loud as hell (cmss13-devs#8709)

# About the pull request
i actually got 10-15 years taken off my ears while testing this
fixes: cmss13-devs#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 cmss13-devs#8709 [ci skip]

* Tacmap Icons for Xenomorph Egg Morphers & Recovery Nodes (cmss13-devs#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 cmss13-devs#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>


![A1](https://github.com/user-attachments/assets/680d63e6-0771-4c35-8072-a2537fbb6daf)

</details>

<details>
<summary>Hivemind Tacmap:</summary>


![A2](https://github.com/user-attachments/assets/73f091fb-318b-4b8b-a567-1b209ec729d0)

</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 cmss13-devs#8631 [ci skip]

* adds special icons for squad specs (cmss13-devs#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

![image](https://github.com/user-attachments/assets/bf092c12-9db6-4fb1-a4b2-edc9a607cc26)

![image](https://github.com/user-attachments/assets/7077effc-525a-4913-8e26-72aeb7c430eb)

# 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 cmss13-devs#8771 [ci skip]

* UBS nerf (cmss13-devs#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 cmss13-devs#8797 [ci skip]

* Automatic changelog compile [ci skip]

* Yautja can eat nonstop (cmss13-devs#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 cmss13-devs#8788 [ci skip]

* fixes shaking bypassing pill skill locks (cmss13-devs#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>


![image](https://github.com/user-attachments/assets/de36b3ee-fbd0-4769-b095-d59cb6d52ab3)

</details>


# Changelog



:cl:
fix: pill bottle skill locks can't be bypassed by shaking anymore
/:cl:

* Automatic changelog for PR cmss13-devs#8838 [ci skip]

* Rouny 2

* Revert "Merge branch 'Zonespace27:master' into moba-new-castes-2"

This reverts commit d5b3e54, reversing
changes made to faae081.

* rouny

---------

Co-authored-by: TotalEpicness <42422230+PhantomEpicness@users.noreply.github.com>
Co-authored-by: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Nihisohel <62807628+Nihisohel@users.noreply.github.com>
Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
Co-authored-by: DarkLordCabbage <122666241+DarkLordCabbage@users.noreply.github.com>
Co-authored-by: cuberound <122645057+cuberound@users.noreply.github.com>
Co-authored-by: vincibrv <vojtechvincibr@seznam.cz>
Co-authored-by: Aurallianz <74161272+Aurallianz@users.noreply.github.com>
Co-authored-by: kiVts <48099872+kiVts@users.noreply.github.com>
Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>
Co-authored-by: BOBAMAx <49925269+BOBAMAx@users.noreply.github.com>
Co-authored-by: Red <47158596+Red-byte3D@users.noreply.github.com>
Co-authored-by: InsaneRed <prodexter31@outlook.comm>
Co-authored-by: Venuska1117 <89580971+Venuska1117@users.noreply.github.com>
Co-authored-by: Venuska1117 <venus117@o2.pl>
Co-authored-by: CoffeeKat <56778689+jupyterkat@users.noreply.github.com>
Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com>
Co-authored-by: Nomoresolvalou <nomoresolvalou@gmail.com>
Co-authored-by: Noname995 <66828108+Noname995@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Zonespace27 pushed a commit to Zonespace27/cmss13 that referenced this pull request Mar 27, 2025
* Nerfs Soro Weather effects (cmss13-devs#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:

![image](https://github.com/user-attachments/assets/f5d537fe-998f-42ab-938b-079c908807de)

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 cmss13-devs#8777 [ci skip]

* Moves Normal Defender sideview icon 2 pixels to the center (cmss13-devs#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>


![image](https://github.com/user-attachments/assets/8189bdcb-63bd-408e-adc3-be09ebf3c81c)

</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 cmss13-devs#8732 [ci skip]

* Fixes weapon accidental discharges on disarm (cmss13-devs#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 (cmss13-devs#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 cmss13-devs#8818 [ci skip]

* Minor Grammer Fixes - Queen (cmss13-devs#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 (cmss13-devs#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 (cmss13-devs#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 cmss13-devs#8830 [ci skip]

* Automatic changelog for PR cmss13-devs#8825 [ci skip]

* Vanguard shield minimal damage (cmss13-devs#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 cmss13-devs#8773 [ci skip]

* Fixes Nuke being able to nuke before decryption mentioned in cmss13-devs#8769  (cmss13-devs#8772)

# About the pull request
Fixes cmss13-devs#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.

![image](https://github.com/user-attachments/assets/2f80a892-ae30-4245-a2fd-49c4b1908d75)

# 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 cmss13-devs#8772 [ci skip]

* Automatic changelog for PR cmss13-devs#8762 [ci skip]

* fix clf surv synth IFF and radio (cmss13-devs#8757)

# About the pull request

fix cmss13-devs#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 cmss13-devs#8757 [ci skip]

* Automatic changelog for PR cmss13-devs#8755 [ci skip]

* Makes neuro hallucination playsounds not be loud as hell (cmss13-devs#8709)

# About the pull request
i actually got 10-15 years taken off my ears while testing this
fixes: cmss13-devs#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 cmss13-devs#8709 [ci skip]

* Tacmap Icons for Xenomorph Egg Morphers & Recovery Nodes (cmss13-devs#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 cmss13-devs#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>


![A1](https://github.com/user-attachments/assets/680d63e6-0771-4c35-8072-a2537fbb6daf)

</details>

<details>
<summary>Hivemind Tacmap:</summary>


![A2](https://github.com/user-attachments/assets/73f091fb-318b-4b8b-a567-1b209ec729d0)

</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 cmss13-devs#8631 [ci skip]

* adds special icons for squad specs (cmss13-devs#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

![image](https://github.com/user-attachments/assets/bf092c12-9db6-4fb1-a4b2-edc9a607cc26)

![image](https://github.com/user-attachments/assets/7077effc-525a-4913-8e26-72aeb7c430eb)

# 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 cmss13-devs#8771 [ci skip]

* UBS nerf (cmss13-devs#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 cmss13-devs#8797 [ci skip]

* Automatic changelog compile [ci skip]

* Yautja can eat nonstop (cmss13-devs#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 cmss13-devs#8788 [ci skip]

* fixes shaking bypassing pill skill locks (cmss13-devs#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>


![image](https://github.com/user-attachments/assets/de36b3ee-fbd0-4769-b095-d59cb6d52ab3)

</details>


# Changelog



:cl:
fix: pill bottle skill locks can't be bypassed by shaking anymore
/:cl:

* Automatic changelog for PR cmss13-devs#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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Fix Fix one bug, make ten more UI deletes nanoui/html

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Nuclear Fission Explosive can be activated even though decryption hasn't finished.

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