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[pull] master from cmss13-devs:master #858
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Commits on Jan 22, 2024
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# About the pull request In theory, this should now make whitelists entirely controllable by their senators/the overseer(s) without direct management input. Major thanks to HarryOB for the major base of this code, all I did is make the UI and some code. <!-- 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 # 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 Whitelist Panel for whitelist senators to manage their own whitelists. refactor: Whitelist.txt is no longer functional, owing to the new system. del: Removed "Alien Whitelist" checks regarding base SS13 races. /:cl: --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: harryob <me@harryob.live>
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Commits on Jan 23, 2024
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# 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. --> 3 layers of fixes for a pretty bad bug with playing cards you might have seen recently. # Changelog :cl: fix: Fixed an exploit involving playing cards. /:cl:
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A slurry of Bigred changes (#5397)
# About the pull request This PR messes with a fair bit of the Bigred colony and north caves, adding new doors, flanks, routes and areas of play for both sides as well as removing 1 LZ1 comms placement and moving one LZ2 placement making both LZs have 3 possible comms spots instead of the current 4, 3 # Explain why it's good for the game I guess I'll just go down the list Northcaves: Opening up north caves to the colony allows a lot more movement between the colony and the northern section of the map which should help the section of the colony east of security see a bit more play Medbay morgue: I think removing the Medbay morgue and replacing it with a northeastern entrance into the hospital allows both Xenos and Marines to make more interesting plays like for example marines pushing out of NE hospital into dorms to flank Xenos attacking from Bar Road Dorms bathroom: Was mostly just wanting to open this up and kill the 1x1s in there should be nicer to play around now with the double doors south general store entrance to the west admin street: Wanted to add this little door to allow marines to cut into admin easier from LZ2 since I've moved the general store tower into admin LZ2: While working on this I offhandedly heard someone complaining about how narrow and hard to navigate bigreds LZ2 is and I agreed. So I've opened up the area to give marines more breathing room Water Towers north of Filt: That place had some bad 1x1s so I've opened it up a lot. North Libary flank: Lambda is a pretty hard place to push into so I wanted to add a new route for marines and Xenos alike to try and use to flank the opposing faction. To add this route I did have to change the EVA section of the map but for the most part, I was getting rid of a bunch of 1x1s. there are some other small changes around the map. Mapdiffbot should pick those up but for the most part, I was adding windows, removing 1x1s, and making some doors double doors instead of singles # 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: SpartanBobby maptweak: A bunch of edits to big red and big red nightmares for the following areas, Northcaves, Medical Morgue, maint between cargo and general store, LZ2, North Libary, EVA, dorms bathroom /:cl:
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Workin Joey readded to Maint Bar (#5497)
# About the pull request Workin Joey re-added to maint bar, it wasnt added when it was remapped. # Explain why it's good for the game Fixing an oversight of a prop being missing in the bar # 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: Workin Joey has returned to the Maintenance Bar /:cl:
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Changes to bone repairing (#5280)
# About the pull request Bone glue is limited, with 5% glue used per repair Repairing bones with a screwdriver costs 2 metal sheets per repair Adds a machine to the USS Almayer that allows you to refill bone glue # Explain why it's good for the game By limiting bone glue, you will limit the amount of surgery that happens groundside without sacrificing other resources that have important use, or by having additional supplies delivered. If there is a limit to how much surgery can be done, it will force the groundside surgeon to prioritize and consider the severity of the injuries, instead of fully repairing every bone. This will increase the consequences from getting injured and having broken bones, by requiring you to either work with the downside via splints, or to return shipside. There should be no changes to shipside surgery, as the machine should be close enough to replenish without having any problems. # Changelog :cl: balance: Repairing bones with bone glue costs a portion of the bone glue's resources balance: Repairing bones with a screwdriver costs metal del: Removed bone glue from the medilathe spellcheck: New description for bone glue /:cl:
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Reduces the burst multiplier on the M39 (#5228)
# About the pull request Reduces the burst scatter multiplier on the M39 by 43%, from 7 to 4. # Explain why it's good for the game The weapon fails to shoot straight in burst mode even in its effective range. Automatic fire, which originally the M39 was touted as being good at when it was first being rolled out, is only slightly better than burst due to the fact the scatter ramps up. Neither modes are of any use in comparison to single fire, which is accurate at any range, including up to seven tiles. Even a M39 outfitted with the best scatter reducing attachments misses more shots than it has any right to. In comparison, the MK2 rifle does not miss a single bullet in burst mode even at the edge of the screen, without a single attachment. A comparison video between the current firemodes and the tweaked ones are located in the testing section. I personally think this is stupid and condemns the other two firemodes to never getting used. A 43% reduction from 7 to 4 is a lot, but this weapon could use some love beyond messing with damage or falloff (which I think are currently fine). With the current tweak, you still have to get really close to get use out of the firemodes if you have no attachments. However, applying a reflex sight or a vertical grip greatly enhances the use of the burst and auto mode, which is the way it should be: As as side-note, this is the same tier the M39 had during its legendary BFG phase. However, since then we've lost the ability to attach the BFA to the M39, marines have completely lost access to the barrel charger and the M39 had its burst count lowered. Such a thing happening again shouldn't be a worry (hopefully). # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Old value: https://github.com/cmss13-devs/cmss13/assets/17518895/9b76f9fa-d5a3-4110-9c4a-74c8dd77d412 New value: https://github.com/cmss13-devs/cmss13/assets/17518895/97ce0f8c-2b18-4475-924c-0f46485199f3 </details> # Changelog :cl: balance: M39 burst scatter multiplier reduced from 7 to 4. /:cl:
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