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