Automatic changelog compile [ci skip]

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Changelogs
2020-07-30 00:11:15 +00:00
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<div class="commit sansserif">
<h2 class="date">30 July 2020</h2>
<h3 class="author">Adelphon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Created a Cosmetic version of the camo.</li>
</ul>
<h3 class="author">Arturlang updated:</h3>
<ul class="changes bgimages16">
<li class="code_imp">Bloodsucker LifeTick runs from BiologicalLife now</li>
</ul>
<h3 class="author">Ryll-Ryll ported by silicons updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Shoelaces are now a thing. You can untie them by laying down next to someone.</li>
<li class="tweak">shoes now have lace delays and some can't be laced at all</li>
<li class="refactor">do after now tracks who's interacting with who, meaning some actions now break when the target moves away.</li>
</ul>
<h3 class="author">SiliconMain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ported the long range atmos analyzer from sk*rat, credit to NotRanged</li>
</ul>
<h3 class="author">silicons updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">energy sword perfect parries now reflect projectiles back at their shooters.</li>
<li class="balance">any mob can now parry if they have the right item</li>
<li class="rscadd">beam rifles now go into emitters properly</li>
<li class="refactor">clickdelay has been refactored into an experimental hybrid system. Check code/modules/mob/clickdelay.dm for more information.</li>
<li class="balance">Resisting no longer checks clickdelay, but is standardized to a 2 second per resist system for most forms of resisting. It still sets clickdelay, though.</li>
<li class="rscadd">Meters have been added for estimating time until next attack/resist. Won't be that useful due to our clickdelay currently being very short, though. They're visible from your hand and resist HUD elements. experimental: Most attacks and forms of attacking (minus unarmed because it's too much of a pain to refactor how hugs/gloves of the north star works) now check for time-since-last-attack rather than making it so you can't attack for said time. This means you can very quickly switch to a gun from a melee weapon, whereas in the old system a melee weapon would put you on lockout for 0.8 seconds, in the new system all the gun cares about is that you did not attack for at least 0.4 seconds.</li>
<li class="code_imp">All clickdelay setting/reading are now procs, so it should be trivial to implement another system where drawing/switching to a weapon requires you to have it out for x seconds before using it. I am not personally doing it at this point in time though because it will likely just annoy everyone with no real gain unless we do something like putting a 0.8 second switch-to cooldown for guns (which I did not, yet)</li>
<li class="refactor">attack_hand has been refactored to on_attack_hand remove: sexchems no longer impact click delay</li>
<li class="rscadd">turrets now automatically stagger their shots. Happy parrying/blocking.</li>
<li class="bugfix">turrets now speed_process, they were shooting slower than they should be</li>
<li class="balance">anything can now block with the right items</li>
</ul>
<h3 class="author">timothyteakettle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">some crafted crates won't contain items now, and thus have stopped breaking the laws of physics</li>
<li class="tweak">beepskys hats now follow the laws of gravity and move up/down when he bobs up and down</li>
</ul>
<h2 class="date">29 July 2020</h2>
<h3 class="author">DeltaFire15 updated:</h3>
<ul class="changes bgimages16">
+46
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@@ -26604,3 +26604,49 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- bugfix: bloodsuckers are not affected by bloodloss
zeroisthebiggay:
- rscadd: Flannel jackets and bartender winter coat
2020-07-30:
Adelphon:
- rscadd: Created a Cosmetic version of the camo.
Arturlang:
- code_imp: Bloodsucker LifeTick runs from BiologicalLife now
Ryll-Ryll ported by silicons:
- rscadd: Shoelaces are now a thing. You can untie them by laying down next to someone.
- tweak: shoes now have lace delays and some can't be laced at all
- refactor: do after now tracks who's interacting with who, meaning some actions
now break when the target moves away.
SiliconMain:
- rscadd: Ported the long range atmos analyzer from sk*rat, credit to NotRanged
silicons:
- rscadd: energy sword perfect parries now reflect projectiles back at their shooters.
- balance: any mob can now parry if they have the right item
- rscadd: beam rifles now go into emitters properly
- refactor: clickdelay has been refactored into an experimental hybrid system. Check
code/modules/mob/clickdelay.dm for more information.
- balance: Resisting no longer checks clickdelay, but is standardized to a 2 second
per resist system for most forms of resisting. It still sets clickdelay, though.
- rscadd: 'Meters have been added for estimating time until next attack/resist.
Won''t be that useful due to our clickdelay currently being very short, though.
They''re visible from your hand and resist HUD elements. experimental: Most
attacks and forms of attacking (minus unarmed because it''s too much of a pain
to refactor how hugs/gloves of the north star works) now check for time-since-last-attack
rather than making it so you can''t attack for said time. This means you can
very quickly switch to a gun from a melee weapon, whereas in the old system
a melee weapon would put you on lockout for 0.8 seconds, in the new system all
the gun cares about is that you did not attack for at least 0.4 seconds.'
- code_imp: All clickdelay setting/reading are now procs, so it should be trivial
to implement another system where drawing/switching to a weapon requires you
to have it out for x seconds before using it. I am not personally doing it at
this point in time though because it will likely just annoy everyone with no
real gain unless we do something like putting a 0.8 second switch-to cooldown
for guns (which I did not, yet)
- refactor: 'attack_hand has been refactored to on_attack_hand remove: sexchems
no longer impact click delay'
- rscadd: turrets now automatically stagger their shots. Happy parrying/blocking.
- bugfix: turrets now speed_process, they were shooting slower than they should
be
- balance: anything can now block with the right items
timothyteakettle:
- bugfix: some crafted crates won't contain items now, and thus have stopped breaking
the laws of physics
- tweak: beepskys hats now follow the laws of gravity and move up/down when he bobs
up and down
@@ -1,6 +0,0 @@
author: "Ryll-Ryll ported by silicons"
delete-after: True
changes:
- rscadd: "Shoelaces are now a thing. You can untie them by laying down next to someone."
- tweak: "shoes now have lace delays and some can't be laced at all"
- refactor: "do after now tracks who's interacting with who, meaning some actions now break when the target moves away."
@@ -1,10 +0,0 @@
author: "silicons"
delete-after: True
changes:
- refactor: "clickdelay has been refactored into an experimental hybrid system. Check code/modules/mob/clickdelay.dm for more information."
- balance: "Resisting no longer checks clickdelay, but is standardized to a 2 second per resist system for most forms of resisting. It still sets clickdelay, though."
- rscadd: "Meters have been added for estimating time until next attack/resist. Won't be that useful due to our clickdelay currently being very short, though. They're visible from your hand and resist HUD elements.
experimental: Most attacks and forms of attacking (minus unarmed because it's too much of a pain to refactor how hugs/gloves of the north star works) now check for time-since-last-attack rather than making it so you can't attack for said time. This means you can very quickly switch to a gun from a melee weapon, whereas in the old system a melee weapon would put you on lockout for 0.8 seconds, in the new system all the gun cares about is that you did not attack for at least 0.4 seconds."
- code_imp: "All clickdelay setting/reading are now procs, so it should be trivial to implement another system where drawing/switching to a weapon requires you to have it out for x seconds before using it. I am not personally doing it at this point in time though because it will likely just annoy everyone with no real gain unless we do something like putting a 0.8 second switch-to cooldown for guns (which I did not, yet)"
- refactor: "attack_hand has been refactored to on_attack_hand
remove: sexchems no longer impact click delay"
@@ -1,4 +0,0 @@
author: "silicons"
delete-after: True
changes:
- rscadd: "beam rifles now go into emitters properly"
@@ -1,4 +0,0 @@
author: "timothyteakettle"
delete-after: True
changes:
- tweak: "beepskys hats now follow the laws of gravity and move up/down when he bobs up and down"
@@ -1,4 +0,0 @@
author: "SiliconMain"
delete-after: True
changes:
- rscadd: "Ported the long range atmos analyzer from sk*rat, credit to NotRanged"
@@ -1,4 +0,0 @@
author: "silicons"
delete-after: True
changes:
- balance: "any mob can now parry if they have the right item"
@@ -1,4 +0,0 @@
author: "silicons"
delete-after: True
changes:
- balance: "anything can now block with the right items"
@@ -1,5 +0,0 @@
author: "silicons"
delete-after: True
changes:
- rscadd: "turrets now automatically stagger their shots. Happy parrying/blocking."
- bugfix: "turrets now speed_process, they were shooting slower than they should be"
@@ -1,4 +0,0 @@
author: "silicons"
delete-after: True
changes:
- rscadd: "energy sword perfect parries now reflect projectiles back at their shooters."
@@ -1,4 +0,0 @@
author: "timothyteakettle"
delete-after: True
changes:
- bugfix: "some crafted crates won't contain items now, and thus have stopped breaking the laws of physics"
@@ -1,4 +0,0 @@
author: "Adelphon"
delete-after: True
changes:
- rscadd: "Created a Cosmetic version of the camo."
@@ -1,4 +0,0 @@
author: "Arturlang"
delete-after: True
changes:
- code_imp: "Bloodsucker LifeTick runs from BiologicalLife now"