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[pull] master from cmss13-devs:master #858

Merged
merged 13 commits into from
Jan 23, 2024
Merged

Commits on Jan 22, 2024

  1. Databasing whitelists (#5402)

    # 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>
    3 people authored Jan 22, 2024
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Commits on Jan 23, 2024

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  2. Fixes playing cards (#5337)

    # 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:
    fira authored Jan 23, 2024
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  4. 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:
    spartanbobby authored Jan 23, 2024
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  6. 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:
    Ben10083 authored Jan 23, 2024
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  8. 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:
    BeagleGaming1 authored Jan 23, 2024
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  10. 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:
    VileBeggar authored Jan 23, 2024
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