Merge pull request #1885 from Yoshax/changelog

Updates changelog
This commit is contained in:
Neerti
2016-06-07 13:55:05 -04:00
5 changed files with 69 additions and 67 deletions
+32
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@@ -53,6 +53,38 @@
-->
<div class="commit sansserif">
<h2 class="date">07 June 2016</h2>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a trait tool for Xenobio2. It was supposed to be in the initial implementation, but fell through the cracks, sorry!</li>
<li class="bugfix">Fixed the xenobio smartfridge not displaying it's starting core amount.</li>
<li class="bugfix">Fixed an inverted check with slimes.</li>
</ul>
<h3 class="author">EmperorJon updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Increased loadout points from 10 back to 15. We've added so many things like lunchboxes and communicators that everyone just takes by default, so a few more points will be nice.</li>
</ul>
<h3 class="author">JerTheAce updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a variety of new guns. Some of these guns and and their ammunition are purchasable through antag uplink, cargo, or can be spawned during Renegade or Heist modes.</li>
<li class="rscadd">Adds ammunition clips for reloading magazines and some guns (such as bolt-actions).</li>
<li class="rscadd">All magazines and ammunitions can now be produced with the autolathe.</li>
<li class="maptweak">New bullpup SMG is available in armory area on CentCom level.</li>
<li class="tweak">Revolvers now use 6 shots. Finally.</li>
<li class="tweak">Most guns that didn't use magazines before for some reason (such as the Uzi) now use magazines.</li>
<li class="tweak">All casings now update icons if they have been spent.</li>
<li class="tweak">Corrects Pulse Rifle charge cost consistency.</li>
<li class="tweak">Corrects and improves a number of icons for guns, including a couple of energy guns, and adds fallback icons so they do not turn invisible when held or strapped to your back.</li>
<li class="tweak">Made the icons for some guns look differently depending on what magazine is loaded into them.</li>
<li class="tweak">Made antag uplink menu for guns and ammo more informative.</li>
<li class="tweak">Machinegun magazines no longer fit in pockets.</li>
<li class="spellcheck">Made names and descriptions for all projectile guns and ammo consistent while removing grammar and spelling errors.</li>
<li class="bugfix">Autolathe no longer exploitable for ammo by repeatedly recycling empty magazines.</li>
<li class="bugfix">Guns now check a list of compatible magazines.</li>
<li class="bugfix">Ranged mobs no longer drop usable .357 casings.</li>
<li class="soundadd">Added a variety of new gun sound effects, and swapped out the old default gun sound.</li>
</ul>
<h2 class="date">30 May 2016</h2>
<h3 class="author">EmperorJon updated:</h3>
<ul class="changes bgimages16">
+37
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@@ -2343,3 +2343,40 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- rscadd: Includes character preview with toggleable equipment, visible loadout
items, ghost character sprites, and custom colour underwear. Your underwear
will have reset, so you'll need to set it back.
2016-06-07:
Datraen:
- rscadd: Adds a trait tool for Xenobio2. It was supposed to be in the initial implementation,
but fell through the cracks, sorry!
- bugfix: Fixed the xenobio smartfridge not displaying it's starting core amount.
- bugfix: Fixed an inverted check with slimes.
EmperorJon:
- tweak: Increased loadout points from 10 back to 15. We've added so many things
like lunchboxes and communicators that everyone just takes by default, so a
few more points will be nice.
JerTheAce:
- rscadd: Adds a variety of new guns. Some of these guns and and their ammunition
are purchasable through antag uplink, cargo, or can be spawned during Renegade
or Heist modes.
- rscadd: Adds ammunition clips for reloading magazines and some guns (such as bolt-actions).
- rscadd: All magazines and ammunitions can now be produced with the autolathe.
- maptweak: New bullpup SMG is available in armory area on CentCom level.
- tweak: Revolvers now use 6 shots. Finally.
- tweak: Most guns that didn't use magazines before for some reason (such as the
Uzi) now use magazines.
- tweak: All casings now update icons if they have been spent.
- tweak: Corrects Pulse Rifle charge cost consistency.
- tweak: Corrects and improves a number of icons for guns, including a couple of
energy guns, and adds fallback icons so they do not turn invisible when held
or strapped to your back.
- tweak: Made the icons for some guns look differently depending on what magazine
is loaded into them.
- tweak: Made antag uplink menu for guns and ammo more informative.
- tweak: Machinegun magazines no longer fit in pockets.
- spellcheck: Made names and descriptions for all projectile guns and ammo consistent
while removing grammar and spelling errors.
- bugfix: Autolathe no longer exploitable for ammo by repeatedly recycling empty
magazines.
- bugfix: Guns now check a list of compatible magazines.
- bugfix: Ranged mobs no longer drop usable .357 casings.
- soundadd: Added a variety of new gun sound effects, and swapped out the old default
gun sound.
@@ -1,9 +0,0 @@
author: Datraen
delete-after: True
changes:
- rscadd: "Adds a trait tool for Xenobio2. It was supposed to be in the initial implementation, but fell through the cracks, sorry!"
- bugfix: "Fixed the xenobio smartfridge not displaying it's starting core amount."
- bugfix: "Fixed an inverted check with slimes."
@@ -1,6 +0,0 @@
author: EmperorJon
delete-after: True
changes:
- tweak: "Increased loadout points from 10 back to 15. We've added so many things like lunchboxes and communicators that everyone just takes by default, so a few more points will be nice."
@@ -1,52 +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
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: JerTheAce
# 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, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Adds a variety of new guns. Some of these guns and and their ammunition are purchasable through antag uplink, cargo, or can be spawned during Renegade or Heist modes."
- rscadd: "Adds ammunition clips for reloading magazines and some guns (such as bolt-actions)."
- rscadd: "All magazines and ammunitions can now be produced with the autolathe."
- maptweak: "New bullpup SMG is available in armory area on CentCom level."
- tweak: "Revolvers now use 6 shots. Finally."
- tweak: "Most guns that didn't use magazines before for some reason (such as the Uzi) now use magazines."
- tweak: "All casings now update icons if they have been spent."
- tweak: "Corrects Pulse Rifle charge cost consistency."
- tweak: "Corrects and improves a number of icons for guns, including a couple of energy guns, and adds fallback icons so they do not turn invisible when held or strapped to your back."
- tweak: "Made the icons for some guns look differently depending on what magazine is loaded into them."
- tweak: "Made antag uplink menu for guns and ammo more informative."
- tweak: "Machinegun magazines no longer fit in pockets."
- spellcheck: "Made names and descriptions for all projectile guns and ammo consistent while removing grammar and spelling errors."
- bugfix: "Autolathe no longer exploitable for ammo by repeatedly recycling empty magazines."
- bugfix: "Guns now check a list of compatible magazines."
- bugfix: "Ranged mobs no longer drop usable .357 casings."
- soundadd: "Added a variety of new gun sound effects, and swapped out the old default gun sound."