Automatic changelog compile [ci skip]

This commit is contained in:
Changelogs
2023-08-16 00:58:46 +00:00
parent 0bc2f6b7e9
commit b05d0a7a30
9 changed files with 69 additions and 62 deletions
@@ -1,6 +0,0 @@
author: "Paxilmaniac"
delete-after: True
changes:
- image: "The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle."
- balance: "The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope."
- sound: "The cargo rifle now has a new, considerably more rifle sized firing sound. Gotten from tgmc from https://github.com/tgstation/TerraGov-Marine-Corps/pull/12280."
@@ -1,27 +0,0 @@
author: "MTandi"
delete-after: True
changes:
- refactor: "Refactored Mech UI"
- refactor: "Refactored mech radio into a utility module, adding extra slot to all mechs"
- refactor: "Refactored mech air tank into a utility module with an air pump, adding extra slot to all mechs"
- refactor: "Refactored mech cabin air - there is now a button to seal or unseal cabin to make it airtight or exchanging gases with the environment"
- refactor: "Removed mech maintenance UI Access is set in mech UI, and parts are ejected with a crowbar"
- rscadd: "Mech now has wires and can be hacked"
- qol: "Roboticists now can see MOD suit and mech wires"
- rscadd: "Mechs now require servo motor stock part and it affects movement power usage instead of scanning module"
- rscadd: "Scanning module absence doesnt block mech movement and hides some UI data instead. Big Bess starts without one."
- qol: "Hitting mech with ID card now toggles ID lock on/off if the card has required access"
- bugfix: "Fixed concealed weapon bay not being concealed on mech examine"
- bugfix: "Fixed mech radio not changing frequency"
- bugfix: "Fixed mech launcher type weapons ignoring specified cooldown"
- bugfix: "Fixed mech launcher type weapons not using specified power amount"
- bugfix: "Fixed mech temperature regulator ignoring gas heat capacity"
- bugfix: "Fixed mech stopping processing other things while not heating internal air"
- bugfix: "Fixed mech being able to leave transit tube in transit"
- bugfix: "Fixed mech internal damage flags working incorrectly"
- bugfix: "Fixed Gygax leg overloading being useless"
- bugfix: "Fixed mechs ignoring their stock parts on creation. Syndicate mechs now stronger against lasers and consume less energy on move. Upgrading from tier 1 to tier 2 doesn't make mech consume MORE energy than before the upgrade."
- balance: "Rebalanced mech energy drain with part upgrades. Base energy drain reduced by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing, punching, light (Capacitor rating)."
- balance: "Hydraulic clamp now can force open airlocks"
- balance: "Made mech RCS pack consume reasonable amount of gas"
- code_imp: "Fixed some other minor bugs and made some minor changes in the mech code"
@@ -1,7 +0,0 @@
author: "OrionTheFox"
delete-after: True
changes:
- rscadd: "Added the Bowtie! Bartenders start with one on, but they can also be found in the Bardrobe, Autodrobe, and Clothesmate. No need to tie it either, it's just a clip-on."
- rscadd: "Added a Greyscale \"Formal Jacket\" of the style that most suits use, for crew who want to make their own using the buttondown shirt."
- rscdel: "Removed the generic Cook/Bartender uniforms and changed them to use the Service buttondown w/ slacks."
- image: "updated the majority of Lawyer suit sprites, along with the Cook's Apron-Jacket and Hat, and updated/greyscaled Botany's Overalls! Also the Overalls are available in the clothesmate, and the Cook Jorts' shirt is less crusty."
@@ -1,6 +0,0 @@
author: "SyncIt21"
delete-after: True
changes:
- bugfix: "multiple balloon alerts when the plumbing RCD is low on ammo"
- code_imp: "organized all plumbing designs into static lists for memory savings"
- refactor: "removed unused vars for further memory savings"
@@ -1,4 +0,0 @@
author: "Onule"
delete-after: True
changes:
- image: "modified light fixtures' sprites and overlays to be more pronounced"
@@ -1,4 +0,0 @@
author: "DeerJesus"
delete-after: True
changes:
- bugfix: "removes bodybag welding tooltip"
@@ -1,4 +0,0 @@
author: "FernandoJ8"
delete-after: True
changes:
- bugfix: "items no longer stay in your hands after their respective arm is dismembered"
@@ -1,4 +0,0 @@
author: "YehnBeep"
delete-after: True
changes:
- bugfix: "fixed a disconnected APC in Delta's tech storage."
+69
View File
@@ -701,3 +701,72 @@
created or deleted
- bugfix: fixes immerse overlays not being added the first time a mob enters a water
turf
2023-08-16:
DeerJesus:
- bugfix: removes bodybag welding tooltip
FernandoJ8:
- bugfix: items no longer stay in your hands after their respective arm is dismembered
MTandi:
- refactor: Refactored Mech UI
- refactor: Refactored mech radio into a utility module, adding extra slot to all
mechs
- refactor: Refactored mech air tank into a utility module with an air pump, adding
extra slot to all mechs
- refactor: Refactored mech cabin air - there is now a button to seal or unseal
cabin to make it airtight or exchanging gases with the environment
- refactor: Removed mech maintenance UI Access is set in mech UI, and parts are
ejected with a crowbar
- rscadd: Mech now has wires and can be hacked
- qol: Roboticists now can see MOD suit and mech wires
- rscadd: Mechs now require servo motor stock part and it affects movement power
usage instead of scanning module
- rscadd: Scanning module absence doesnt block mech movement and hides some UI data
instead. Big Bess starts without one.
- qol: Hitting mech with ID card now toggles ID lock on/off if the card has required
access
- bugfix: Fixed concealed weapon bay not being concealed on mech examine
- bugfix: Fixed mech radio not changing frequency
- bugfix: Fixed mech launcher type weapons ignoring specified cooldown
- bugfix: Fixed mech launcher type weapons not using specified power amount
- bugfix: Fixed mech temperature regulator ignoring gas heat capacity
- bugfix: Fixed mech stopping processing other things while not heating internal
air
- bugfix: Fixed mech being able to leave transit tube in transit
- bugfix: Fixed mech internal damage flags working incorrectly
- bugfix: Fixed Gygax leg overloading being useless
- bugfix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs now
stronger against lasers and consume less energy on move. Upgrading from tier
1 to tier 2 doesn't make mech consume MORE energy than before the upgrade.
- balance: Rebalanced mech energy drain with part upgrades. Base energy drain reduced
by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing,
punching, light (Capacitor rating).
- balance: Hydraulic clamp now can force open airlocks
- balance: Made mech RCS pack consume reasonable amount of gas
- code_imp: Fixed some other minor bugs and made some minor changes in the mech
code
Onule:
- image: modified light fixtures' sprites and overlays to be more pronounced
OrionTheFox:
- rscadd: Added the Bowtie! Bartenders start with one on, but they can also be found
in the Bardrobe, Autodrobe, and Clothesmate. No need to tie it either, it's
just a clip-on.
- rscadd: Added a Greyscale "Formal Jacket" of the style that most suits use, for
crew who want to make their own using the buttondown shirt.
- rscdel: Removed the generic Cook/Bartender uniforms and changed them to use the
Service buttondown w/ slacks.
- image: updated the majority of Lawyer suit sprites, along with the Cook's Apron-Jacket
and Hat, and updated/greyscaled Botany's Overalls! Also the Overalls are available
in the clothesmate, and the Cook Jorts' shirt is less crusty.
Paxilmaniac:
- image: The Mosin-Nagant has been given new sprites and a reflavor, looking for
the old rifle? Look for the Sakhno Precision Rifle.
- balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao
rifle, which has a scope on it, their main weapon now has a scope.
- sound: The cargo rifle now has a new, considerably more rifle sized firing sound.
Gotten from tgmc from https://github.com/tgstation/TerraGov-Marine-Corps/pull/12280.
SyncIt21:
- bugfix: multiple balloon alerts when the plumbing RCD is low on ammo
- code_imp: organized all plumbing designs into static lists for memory savings
- refactor: removed unused vars for further memory savings
YehnBeep:
- bugfix: fixed a disconnected APC in Delta's tech storage.