Automatic changelog compile [ci skip]

This commit is contained in:
Changelogs
2026-06-04 03:50:25 +00:00
parent e9744f091c
commit 96f67ce524
13 changed files with 56 additions and 139 deletions
@@ -1,17 +0,0 @@
author: Fenodyree
delete-after: True
changes:
- bugfix: "Fixes modular lasers improvement cap."
- bugfix: "Fixes negative initial values being handled incorrectly."
- bugfix: "Fixes some repair edge cases."
- bugfix: "Fixes welding repairs not needing eye protection."
- bugfix: "Fixes gattling laser mod having the wrong improvable variables."
- bugfix: "Fixes the weapon analyzer printout calculating modlaser stats incorrectly."
- bugfix: "Fixes high skill users not being able to field repair modlasers."
- bugfix: "Fixes the weapon analyzer ripping your combitool out of your hand."
- bugfix: "Fixes the weapon analyzer not being deconstructable."
- balance: "Drops the per var improvement cap by 50%, multiplicative scaling is no joke."
@@ -1,16 +0,0 @@
author: Fenodyree
delete-after: True
changes:
- rscadd: "Adds spalling when a projectile punches from a solid turf to an open turf. These are big chunks of shrapnel with low damage and high embed chance."
- rscadd: "Adds an admin only gun that fires ship weapon ammo."
- rscadd: "Makes several indestructible structures breakable: vending machines, computer frames, window frames and watertanks. They now also leave behind shrapnel instead of just steel sheets."
- rscadd: "Adds a negative maim chance, which reduces the chance of decapitation or limb loss."
- balance: "Reworks shields, they take more power and are generally weaker. In exchange they now block explosions and each generator can be upgraded with research components, in addition to accepting multiple capacitors."
- balance: "All non-exoplosive ship projectiles got buffs. All projectiles got additional anti-material. Armour piercing shells now penetrate many more things."
- balance: "Reworked overmap targetting. Shots now spawn on the map edge and aim at their target, instead of spawning near their target and aiming straight forwards."
- bugfix: "Fixes explosive projectiles destroying the thing they hit before the explosion can happen, causing them not to explode."
- bugfix: "Fixes projectiles not penetrating windows, because they hit the window frame which was indestructible."
- bugfix: "Fixes shrapnel getting misnamed, or named twice."
- bugfix: "Fixes shields having no click delay when attacked with melee weapons."
+56
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@@ -95,3 +95,59 @@
- bugfix: Fixes Longbow shells exploding when mechs pick them up.
MattAtlas:
- admin: Added the Storyteller narrate panel for admins.
2026-06-04:
Fenodyree:
- bugfix: Fixes modular lasers improvement cap.
- bugfix: Fixes negative initial values being handled incorrectly.
- bugfix: Fixes some repair edge cases.
- bugfix: Fixes welding repairs not needing eye protection.
- bugfix: Fixes gattling laser mod having the wrong improvable variables.
- bugfix: Fixes the weapon analyzer printout calculating modlaser stats incorrectly.
- bugfix: Fixes high skill users not being able to field repair modlasers.
- bugfix: Fixes the weapon analyzer ripping your combitool out of your hand.
- bugfix: Fixes the weapon analyzer not being deconstructable.
- balance: Drops the per var improvement cap by 50%, multiplicative scaling is no
joke.
- rscadd: Adds spalling when a projectile punches from a solid turf to an open turf.
These are big chunks of shrapnel with low damage and high embed chance.
- rscadd: Adds an admin only gun that fires ship weapon ammo.
- rscadd: 'Makes several indestructible structures breakable: vending machines,
computer frames, window frames and watertanks. They now also leave behind shrapnel
instead of just steel sheets.'
- rscadd: Adds a negative maim chance, which reduces the chance of decapitation
or limb loss.
- balance: Reworks shields, they take more power and are generally weaker. In exchange
they now block explosions and each generator can be upgraded with research components,
in addition to accepting multiple capacitors.
- balance: All non-exoplosive ship projectiles got buffs. All projectiles got additional
anti-material. Armour piercing shells now penetrate many more things.
- balance: Reworked overmap targetting. Shots now spawn on the map edge and aim
at their target, instead of spawning near their target and aiming straight forwards.
- bugfix: Fixes explosive projectiles destroying the thing they hit before the explosion
can happen, causing them not to explode.
- bugfix: Fixes projectiles not penetrating windows, because they hit the window
frame which was indestructible.
- bugfix: Fixes shrapnel getting misnamed, or named twice.
- bugfix: Fixes shields having no click delay when attacked with melee weapons.
Hellfirejag:
- bugfix: Fixed a hard delete caused by worm monsters.
- bugfix: Fixed negative dispersion (from high gun skill) sometimes wrapping back
around to inaccurate guns again.
- bugfix: Comprehensively destroyed an extremely large number of niche hard dels
across the entire Atom-Human Hierarchy.
- bugfix: Fixed some references being deleted instead of nulled.
Hellfirejag, TheGreyWolf:
- rscadd: Implemented the Anatomy skill. Anatomy determines the quality of information
received when medically examining your own injuries.
Llywelwyn:
- bugfix: Saved chat logs are now written with the correct text/html file type.
- bugfix: Emote markup like *bold* and /italics/ once again renders in chat instead
of showing literal tags.
- code_imp: Door tests skip qdeleted doors, so they should no longer intermittently
fail when landing zone generation clears a ruin.
- bugfix: Colour chips in character setup are correctly coloured again.
hazelmouse:
- bugfix: Removed an erroneous scrubber in the bar.
kermit, louiseisnthome:
- imageadd: Changes the Reade accent icon from purple splodges to one that represents
the gas giant.
-58
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@@ -1,58 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# - (fixes bugs)
# wip
# - (work in progress)
# qol
# - (quality of life)
# soundadd
# - (adds a sound)
# sounddel
# - (removes a sound)
# rscadd
# - (adds a feature)
# rscdel
# - (removes a feature)
# imageadd
# - (adds an image or sprite)
# imagedel
# - (removes an image or sprite)
# spellcheck
# - (fixes spelling or grammar)
# experiment
# - (experimental change)
# balance
# - (balance changes)
# code_imp
# - (misc internal code change)
# refactor
# - (refactors code)
# config
# - (makes a change to the config files)
# admin
# - (makes changes to administrator tools)
# server
# - (miscellaneous changes to server)
#################################
# Your name.
author: hazelmouse
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit.
# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog.
changes:
- bugfix: "Removed an erroneous scrubber in the bar."
@@ -1,4 +0,0 @@
author: Hellfirejag, TheGreyWolf
delete-after: True
changes:
- rscadd: "Implemented the Anatomy skill. Anatomy determines the quality of information received when medically examining your own injuries."
@@ -1,4 +0,0 @@
author: Hellfirejag
delete-after: True
changes:
- bugfix: "Fixed some references being deleted instead of nulled."
@@ -1,4 +0,0 @@
author: Hellfirejag
delete-after: True
changes:
- bugfix: "Fixed negative dispersion (from high gun skill) sometimes wrapping back around to inaccurate guns again."
@@ -1,12 +0,0 @@
author: Hellfirejag
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit.
# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog.
changes:
- bugfix: "Comprehensively destroyed an extremely large number of niche hard dels across the entire Atom-Human Hierarchy."
@@ -1,4 +0,0 @@
author: Hellfirejag
delete-after: True
changes:
- bugfix: "Fixed a hard delete caused by worm monsters."
@@ -1,7 +0,0 @@
################################
author: kermit, louiseisnthome
delete-after: True
changes:
- imageadd: "Changes the Reade accent icon from purple splodges to one that represents the gas giant."
-5
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@@ -1,5 +0,0 @@
author: Llywelwyn
delete-after: True
changes:
- bugfix: "Saved chat logs are now written with the correct text/html file type."
- bugfix: "Emote markup like *bold* and /italics/ once again renders in chat instead of showing literal tags."
@@ -1,4 +0,0 @@
author: Llywelwyn
delete-after: True
changes:
- bugfix: "Colour chips in character setup are correctly coloured again."
@@ -1,4 +0,0 @@
author: Llywelwyn
delete-after: True
changes:
- code_imp: "Door tests skip qdeleted doors, so they should no longer intermittently fail when landing zone generation clears a ruin."