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