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CM-SS13


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Important

CM-SS13 cannot be compiled exclusively using BYOND - you must use our build tool. Firstly, you need to install BYOND, and run the bin/server.cmd file to start the server. You can learn more in our Installation Guide. Building colonialmarines in DreamMaker directly is now deprecated and will cause errors.

CM-SS13 is a game based on Space Station 13, made in BYOND. CM-SS13 has wildly adapted the SS13 model into a strategic roleplay-based team deathmatch game.

Useful Links

Tip

Want to contribute for the first time but unsure where to start? Take a look at our community maintained Guide to Contributing!

This guide will get you set up with a Visual Studio Code development environment, complete with BYOND debugger, which will allow you to contribute back to this repository.

This is our canonical, maintainer-maintained contributing guide, which contains information on our maintainer team structure and pull request rules.

Our standards documents details how to structure your code to comply with CM-SS13 code standards, and provides some information on DreamMaker quirks.

The styles document tells you how to style your code to match the rest of the code in our codebase.

All new interfaces in CM must be created using tgui - this document will help get you set up for tgui development.

Licenses

AGPLv3 license

The code for CM-SS13 is licensed under the GNU Affero General Public License v3. All code is assumed to be licensed under AGPL v3 unless stated otherwise by file header, or this document.

Creative Commons 3.0 BY-SA

Assets including icons and sound are under the Creative Commons 3.0 BY-SA license unless otherwise indicated. Authorship for assets including art and sound under the CC BY-SA license is defined as the active development team of CM-SS13 unless stated otherwise (by author of the commit).

GPLv3 license

Commits before 9a001bf520f889b434acd295253a1052420860af on Mon, 14 Sep 2020 09:13:32 +0000 are assumed to be licensed under GNU General Public License v3 and can be used in closed source repositories.

cmss13's People

Contributors

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cmss13's Issues

Electropack configuration inconsistencies.

Description

Electropack's frequency shows as a decimal (default 145.7) , while frequencies used by the signaler are in thousands (e.g. 1457).
While it is still possible to trigger the electropack if the frequencies are matched and the decimals are ignored, it still confused a player.
Additionally, the other variable is named "code" in the electropack, while it is named "signal" in the signaller.

Difference between expected and actual behavior

It should simply show the frequency in thousands, with no decimals, similar to that of a signaller. Additionally, the "code" should be changed to "signal".

Steps to reproduce

  1. Grab signaller
  2. Grab electropack
  3. ???
  4. Notice what is described above.

Issue bingo (not required to be all checked)

duplicated items when being examined

Testmerges:

Reproduction:

seems that an item can get duplicated in local examines

image

happened here with a combistick but vvs confirmed that the combi was not present in the pred's suit storage

Loading OBs

Description

Make the process of choosing and loading OBs automated from within CIC. Even if you optimize the OB loading process, there's a timer that stops you from reloading. There's no depth to it gameplay wise(for an MT anyway), in comparison to i.e. PO, where pre loading and pre placing Powerloaders can help you to accomplish more in less time to do more missions.
a. As MT do nothing all shift except diligently wait until told to load another OB or
b. As MT, do anything else, where you will be told to stop doing that, and come load the OB, disrupting your work
c. If you don't, CIC has to go load it. which disrupts the CIC's work and causes unnecessary friction between players/departments.

Difference between expected and actual behavior

Loading OBs really bugs me.
I'd rather it not.

Steps to reproduce

Spend a shift as MT solely waiting to load the OB and consider everything else you could be doing.

Issue bingo (not required to be all checked)

DD's EMP Grenades Blind The DD Leader

Description

The Dutch's Concoction, aka EMP grenade, blinds the DD leader. This is because the leader is equipped with thermal goggles, which have the effect of blinding its user if exposed to an EMP.

Difference between expected and actual behavior

DD's EMP hurts DD leader's vision because of thermal goggles. It shouldn't.

Steps to reproduce

  1. Throw grenade as leader.
  2. ???
  3. discordlightmode.jpg

Issue bingo (not required to be all checked)

Predator Skinning Synths

Description

Predator skinning does not have a issynth check. This allows predators to skin synthetics, producing meat and a skin.

Difference between expected and actual behavior

It has been stated by the Pred Council that synthetics are nothing more than semi-sentient forklifts. The purpose of skinning is taking meat and a trophy. Preds cannot skin the APC. The actual behavior is pred removing synth fillets and creating a skin from a dead synth.

Steps to reproduce

Use pred tools to butcher a dead synth.

Issue bingo (not required to be all checked)

Cannot move marines from operating table in the APC as xeno

Description
I tried to cap a marine who was on an operating table in the apc. I assume that surgery was performed on the marine. I could not grab the marine to capture it. Slashing was possible. It is not possible to destroy the operating table as xeno, cause it is resistent to acid and slashes. Asking an admin to remove the operating table allowed me to capture the marine,

Difference between expected and actual behavior
I can either grab the marine and capture it or I need to be able to destroy the operating table.

Steps to reproduce
Perform surgery on a marine on an operating table in the apc. Try to grab and capture it as xeno.

Specific information for locating
Operating tables in APC

Length of time in which bug has been known to occur
I dont know

Character sprite shown with sunglasses/eyepiece even after taking them off

Description

Character sprite does not update properly after removing sunglasses or any other eyewear. The sprite continues to show your character with the eyewear on, even if it's not equipped. Putting on a different piece of eyewear updates the sprite to the newly equipped glasses.

Difference between expected and actual behavior

The sprite should update with accordance with what's equipped, but it does not.

Steps to reproduce

Simply get any eyewear, like sunglasses, put them on and then take them off. Your character will look as if they're wearing them, despite them not being equipped.

Issue bingo (not required to be all checked)

ooc colours broken

Testmerges:

Reproduction:

staff ooc and looc doesn't change colour from regular ooc colour

happening since linux move

The tgui window for the "config/launch supplypod" admin command bluescreens after 5-15 seconds of being open.

Reproduction:

Title pretty much says it all.

5 - 15 seconds after opening the config/launch supplypod admin command window, regardless of what action (or no action) is taken, the window tgui bluescreens with the following text:

A fatal exception has occurred at 002B:C562F1B7 in TGUI. The current application will be terminated. Send the copy of the following stack trace to an authorized Nanotrasen incident handler at https://github.com/tgstation/tgstation. Thank you for your cooperation.

UnhandledRejection: TypeError: Unable to get property 'x' of undefined or null reference
at c.fn (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:23127)
at y.forceUpdate (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:2082)
at Anonymous function (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:2221)
at W (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:119055)
at Anonymous function (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:2189)
at Anonymous function (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:28900)
at ie (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:117743)
at Anonymous function (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:119408)
at r (http://127.0.0.1:59820/tmp27264/tgui.bundle.js:1:69501)
User Agent: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.2; WOW64; Trident/7.0; .NET4.0C; .NET4.0E)
State: {"ckey":"silencerpl","interface":"PodLauncher","window":{"key":"[0x21023716]-main","size":null,"fancy":1,"locked":0}}

Nanotrasen (c) 2525-2562

There is also a giant black rectangle covering the error window, see attached screenshot
image_2022-04-16_120625289

Praetorian Strains giving Runner Blood components

Description

Praetorians with strains give only Acidic blood and cathetomine plasma instead of dark acidic blood

Difference between expected and actual behavior

even if its a strain change the main component of their blood should not change . also it gives them no repercution from diying because their blood will be useless in research

Steps to reproduce

extract praetorian strains blood and realize its the same as a runner

Issue bingo (not required to be all checked)

movement keys "sticking"

Testmerges:

Description

seemingly randomly your game can behave as if a movement key is being held down without being pressed, the only way to fix it is hold the two movement keys on the axis you are stuck on down (say if W was stuck down you would press W and S)

Difference between expected and actual behavior

not do this

Steps to reproduce

it's mainly random, no idea how to

Issue bingo (not required to be all checked)

tgchat messages dissappearing

Reproduction:

Multiple people have reported things like the ARES/command announcements sound playing but no actual message being sent, a similar bug that has been happening on tg itself since 2020? Comment in here if you have also experienced it.

"Disabler gun" not fitting in Shoulder Holster

Description

Tazer no fit in shoulder holster..

Difference between expected and actual behavior

Doesn't fit, but it should.

Steps to reproduce

Tazer -> Shoulder Holster -> "The shoulder holster cannot hold the disabler gun."

Issue bingo (not required to be all checked)

Shoulder holster not reholstering properly.

Description

pulling out a gun with the shoulder holster drops whatever's in your exosuit slot and doesn't reholster guns properly I HATE IT

Difference between expected and actual behavior

before the rework shoulder holster re-holstered guns into itself, ignoring open spaces in the inventory, also it didn't kick out whatever's in your suit slot

Steps to reproduce

  1. put something in suit storage
  2. use keybinds to pull out your awesome revolver (emphasis on keybinds)
  3. reholster m44 (it goes in suit storage instead of the holster if its empty)

Specific information for locating

M44 combat revolver

Length of time in which bug has been known to occur

idk, probably since the shoulder holster rework got merged

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Buggy glasses / eyepieces

Description

General janky behavior for eyepieces such as sunglasses, HUDs, and normal glasses. Closing the clothing menu in the bottom left of the screen makes the icon for any eyewear you have currently equipped remain on the screen. Trying to click on it does nothing.
Presumably ends up creating "phantom" eyewear.

Other issues I and others have experienced before include being able to stack eyewear on top of each other, but I haven't tried to replicate this yet.

Possibly related to #97

Difference between expected and actual behavior

The eyepieces should behave... normally. The icon should be put away along with the rest of the clothing when the clothing menu is closed, and should not be able to be stacked.

Steps to reproduce

Equip a piece of eyewear (for the sake of simplicity let's go with sunglasses) and equip them on your character in the "eyes" section of the clothing menu (behavior with the "mask" slot is presumably normal). Then, close the menu. If the sunglasses stay on the screen, even after closing the menu, that's the bug.

Issue bingo (not required to be all checked)

Being trained in engineering doesn't let you examine APC for its health

wiki skill page quote:

'The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank.'

Using an engineering pamphlet won't let you see its health. Pretty sure skill level 2+ can however

Barricades do not produce sound when they get hit.

Description

When wooden, sand, metal and plasteel barricades get hit they do not produce a sound.

Difference between expected and actual behavior

Well, they should emit a sound.

Steps to reproduce

Hit a barricade that is wooden, sand, metal or plasteel.

Issue bingo (not required to be all checked)

Staff log messages appearing in old chat from time to time

Hello,

I am using wine under gentoo linux to play here and from time to time I get staff log messages. I cannot use fancy chat as tgui needs ie>8 which does not work for linux users
e.g.
[18:44:21]ACCESS: Logout: censored

Difference between expected and actual behavior

I obviously should not get staff log messages as normal user. Something is broken here and I fear that this could be further exploited from someone with bad intend.

Steps to reproduce

Use wine and late join a round sometimes an message "[18:44:21]ACCESS: Logout: censored" appears

Issue bingo (not required to be all checked)

Auto reconnect does not work

Reproduction:

Auto reconnection to the server upon restart, despite what the TG Chat prompt says, does not work - unless the user manually picks reconnect from either the client itself or via closing the window and using the BYOND Hub, they will not reconnect to the server on restart.

"perfect hijack" bug info

Copied from GitLab:
Description
As Fira and I identified a while back, the famous "1% chance to land on the pad" hijack thing isn't intentional and is actually fairly easy to replicate.

Difference between expected and actual behavior
As stated, the dropship should land in a random spot in the region the queen selects (unless AA interferes), but it's possible to bypass the hijack crash sequence through a quick trick.

Steps to reproduce

As queen, click the launch button on a locked dropship.
Acknowledge the launch as normal and select a crash target, but don't close out of the target select screen.
To maximize the chances of success, move the target select window so the confirmation is over the flight computer UI's launch button.
Wait for an indication of a tick processing, if possible to identify.
Click the target confirmation, then quickly quick launch on the flight control UI. Note that steps 3 and 4 are optional and only need to be done to guarantee that the bug is triggered successfully

Specific information for locating
This was actually something Fira mentioned to me and was first noted due to the below log irregularity:
ADMIN NICHE LOG: Queen (X) launched a shuttle using the 'Alamo' flight controls. x2
Fira noted that this log always came up in rounds where the dropship hijack would result in the ship landing on the pad, but didn't explain the trigger. As Fira explained to me, there's a quirk in shuttle code (I can't remember the specifics anymore, sadly) that causes launch requests for each ship to only process the most recent request once per tick. On top of that, when a launch request is made, it checks if the queen is the one making the launch request and if they've already completed the hijack launch steps before moving on to other options. From what I recall, the code checks a single variable that gets incremented after the queen finishes the normal hijack steps, which causes it to make any future requests from her to come back as "false" for eligibility to hijack. After having this explained, I tried a few things on a private repo and came up with the steps listed above. Functionally how the bug works is as follows:

The queen tries to launch normally, which the code correctly identifies as a hijack attempt and starts the two steps required to hijack.
The queen completes these steps and only then is the launch request set to be processed. The variable checked by the code is incremented to mark that the hijack has occurred. Depending on tick time, the request will process at some point within the next five seconds.
The queen attempts to launch again, but as the variable incremented, the hijack condition is now marked as "false" and the code moves through other possible conditions. As there's no block for if the request is made by the queen and the hijack is already in progress, it defaults to a standard launch request.
As only the most recent valid launch request is processed, the valid hijack launch is discarded and the second "standard" launch request is processed. The dropship will land in the hangar with flight time modifiers from fuel enhancers and flight optimizations applying. Of important note, the dropship will correctly block POs from launching the dropship and therefore prevents the Marines from triggering the bug.

Length of time in which bug has been known to occur
I've known the full details for how to trigger it and how it works for 2-3 months, but as far as I know this has been in since at least 2018-2019, long enough to be mistaken for an RNG feature. The most recent instance I've seen was about two months ago, but it may have been fixed since or just not have occurred during a round I was part of.

scout and m2c bugs

Testmerges:

Description

guys in tarps can use m2cs

Difference between expected and actual behavior

they should not be able to do this

Steps to reproduce

obvious

Issue bingo (not required to be all checked)

mhelp crashes the game on empty message

Description

  • Press F1.
  • Select Mentorhelp -> Ok
  • Side-bug: you will be presented with ANOTHER selection of help options. Press Cancel here
  • You now have a message box where you are supposed to enter your mhelp
  • Decide that you don't want to mhelp after all, and click "Ok" not having entered anything
  • Now your game is hard-frozen, and not even "Reconnect" menu button helps. You gotta close the client and connect from byond hub.

Difference between expected and actual behavior

Actual: game unplayable.

Expected: no mhelp sent, the game continues as normal.
Alternative expected: have a "Cancel" button in addition to the "Ok" one to, well, not send the mhelp.

Steps to reproduce

See above

Issue bingo (not required to be all checked)

P.s.: I assume ahelp to experience the same issue but unsure.

play midi and play internet sound bugs

Reproduction:

Attempt to play a global internet sound or midi, if someone has them turned off then they likely won't play (or for any other reason),

This is because ?. is not used for clients and prefs in the code.

It also does not play to the person who plays it when doing to "all in view"

@Shad0vvs

invis items on maps (due to instanced filepaths)

Description

tldr, due to docker if you instance a filepath for an item (such as its icon path) it will break and become invisible because it doesn't change properly or something.

Difference between expected and actual behavior

should not be happening, either fix that (v hard) or fix all the instanced paths (easier)

Steps to reproduce

Issue bingo (not required to be all checked)

Dual Wielding

Reporting a bug real quick regarding dual weilding. So when i tac reload any dual wielded weapons it bugs out and wont reload, like itll say there something inside the gun loaded when there isn't. and it wont unload whatever is inside, it'll just cock the gun over and over. Not sure if there is a way to fix this? I've tried relogging and it doesnt work either. Have to get a whole new weapon which defeats the purpose basically.

Cannot make more than one highlighted words section

Description

Goon chat's word highlighter is currently broken as it only allows one highlighted colour type to be shown.

Difference between expected and actual behavior

It should allow for multiple words to be highlighted with a multitude of different colours.
Currently it only allows one.

Steps to reproduce

Open up Goon chat's settings in game and see that only one text box is allowed to be used rather than multiple.
image

There should be an option to add more than one text box but currently as shown above, there is no option.

Issue bingo (not required to be all checked)

Unable to activate Omni-Sentries that have been repaired from the broken to working state

Description

Fixing an omni-sentry when it is in the broken state, permanently has it turned off.

Difference between expected and actual behavior

Well, it shouldn't. The omni-sentry should be turned on and not be turned off when repaired.

Steps to reproduce

Launch Omni-Sentry
Attack it into the broken state.
Repair it back to a working state.
See that you're unable to turn it back on.

Issue bingo (not required to be all checked)

Left click only works on some things in interface

Description

Able to left click to use items held in hands, but left click can not move items in inventory or pick up/interact with stuff on tiles such as vending machines or food.

Difference between expected and actual behavior

I've been playing on the SS13 CM server to some time now and have never had any technical issues. Then after launching into my first round today, I started having this issue and wasn't able to fix it despite the advice of some players. Fix interface, relaunching the game, closing other programs on my computer, didn't work.

Steps to reproduce

I have no idea what has resulted in this bug affecting me.

Issue bingo (not required to be all checked)

Burning Xeno Bodies Emit Light After Extinguished

Description

While a once burning warrior body was dragged and extinguished, it still emitted light around it.

Difference between expected and actual behavior

It should emit light when burning, then not when when extinguished. It emits light always.

Steps to reproduce

  1. Burn the xeno
  2. Pat out the xeno corpse
  3. Notice the light difference

Issue bingo (not required to be all checked)

Yautja spike launcher does not actually deal increased damage to walls

Description

Yautja spike launcher has a whopping 25 breaching multiplier, however, it seems to exhibit no extraordinary anti-wall behavior. In fact, a mere plasma pistol with no breaching multiplier is able to compete with the spike launcher for breaching. Tested against both normal, metal walls, and resin walls.
I tried messing with the code for a good hour, to no avail.

Difference between expected and actual behavior

Yautja spike launcher should do massively increased damage against walls, according to the not-so-recent PR, #145. This is not reflected ingame, for some reason.

Steps to reproduce

  1. Grab spike launcher
  2. Shoot at wall
  3. ???
  4. Notice that it does jackshit damage against walls.
  5. Also notice that a plasma pistol is probably faster.

Issue bingo (not required to be all checked)

PFC Engie Pamphlet =/= M56D/M2C's Engie Pamphlet

Description

If you buy a JTAC pamphlet and Engie pamphlet as a PFC, they only let you use one and on using the 2nd, it says as much, you can only use one.

However, by taking the M56D/M2C crate and its engie pamphlet, you can take JTAC and use the turret's pamphlet afaik to bypass this limit?

Difference between expected and actual behavior

Using a the gun emplacement's engie pamphlet you can bypass the pamphlet limit

Steps to reproduce

Using a the gun emplacement's engie pamphlet you can bypass the pamphlet limit

Issue bingo (not required to be all checked)

Ghosting Invisibility Burning Silhouette

Description

If you died while burning, and you go ghost, you are obviously on fire in the ghost mode. However, if trying to toggle your visibility, it removes your sprite but not the burning effect to such you still see yourself in a sense.

Difference between expected and actual behaviour

Should make you entirely invisible but removes only sprite and not fire.

Steps to reproduce

Die by fire -> Ghost -> Toggle Self Invisibility.

Issue bingo (not required to be all checked)

Data entered in Character Records is not presented in game

Description

We have three categories of Character Records in our character edit screen - Medical, Employment and Security records. None of these are in any way carried over into the game, even in spots where they seemingly should.

Difference between expected and actual behavior

The Character Records are split into thee categories, here is where I'd expect them to pop up:

Medical Records should show up in both the files the CMO and CO gets at roundstart and respective personnel records in security terminals.

Employment Records should show up in the files the CL, CMP and CO get in their respective offices and again, in the security terminal entries.

Security Records should show up in the files the CMP and CO get at roundstart in their filing cabinets and, you guessed it, as entries in the security terminal.

This is all fluff, but many players put some nice info in there that is currently only viewable by accessing VVs.

Steps to reproduce

Access Security Records or look at the files pregenerated for the respective heads in their offices - all the formatting is already done, the entries exist as VVs on player characters, the security terminals have places to display the information, they are just never properly transferred from the VVs/character settings onto the actual files and Security Records.

Specific information for locating

N/A

Length of time in which bug has been known to occur

For as long as I've played CM, a year and a half.

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

GitLab Bug Report from https://gitlab.com/cmdevs/colonial-warfare/-/issues/749

Predator: Beheaded bodies that are hung up and skinned regrow their head sprite.

Testmerges:

Description

When you as a predator behead a killed human and then hang up their bodies, they’re in a normal state (sprite wise). However, if you start flaying them and finish it completely, they magically regrow their head with the flayed sprite as a replacement head.

Difference between expected and actual behavior

What it does: Grow a head after flaying
What it should do: Flayed body sprite, No head sprite.

Steps to reproduce

1: Behead a body
2: Hang it up with strange rope
3: Use ceremonial knife and flay it
4: Observe as the flayed skin magically recreates a head sprite

Issue bingo (not required to be all checked)

aSL's no longer have proper Leadership skills.

Testmerges:

Description

Prior to some change to leadership skills, aSL's were automatically given louder comms as well as the ability to point more and give orders.

Difference between expected and actual behavior

aSL's are supposed to be able to do le green point and be loud on comms!

Steps to reproduce

set someone to aSL that isn't an RTO or SL already.

Issue bingo (not required to be all checked)

Broken Eye-mounted HUDs

Description

Putting on eye-mounted HUDs, such as the medical HUD, security HUD, mesons, NVGs, thermals, everything under the sun - permanently gives the HUD to the player and persists even if the player takes off the eyepiece in question.

Difference between expected and actual behavior

The HUDs should be removed from the player's view as soon as the eyepiece for it is taken off, and re-added if/when they put it back on.

Steps to reproduce

Equip any eye-mounted HUD, such as medical HUD glasses or a SensorMate HUD, on your character's eye slot, and then take it off. HUD persists.

Issue bingo (not required to be all checked)

Revolver not loading from special speedloaders bug

Reproduction:

Revolvers such as the m44 refuse to load from special ammo speedloaders such as heavy ammo etc if they have bullets remaining in them, saying that "this xyz doesn't fit"

Also happens with other revolvers

Been happening only recently

The Force ERT Shuttle command sends the Distress_Small (the new pizza ERT shuttle) to wrong landing spots.

Reproduction:

Use the Force ERT Shuttle command and select the Disrtress_Small shuttle.

Instead of the 2 docking ports that it is actually supposed to land at (port and starboard side on the top floor of the Almayer, right next to the lifeboat dock), the only options available are the starboard, port and aft ports for the regular shuttles. If used, part of the small shuttle gets deleted because it does not fit into the landing spot right.

Fuel backpacks can be refilled w/ water but 1. cant refill extinguishers 2. can't refill beakers bottles et al

Description

Liquid backpacks don't refill everything- Welders refill, incinerator tanks fill, if you refill the packs with pure methane, they refill incinerator tanks.

With the welder satchel, the welder, uh full backpack and the 600u welder fuel pack can all be emptied of all welder fuel, then refilled 100% w/ water. However, you can't refill extinguishers this way, nor any containers afaik(Say if you have 100u water and fill your water bottle)

Difference between expected and actual behavior

These fuel backpacks Should refill extinguishers when filled with water(and tbqh should refill beakers et al).

Steps to reproduce

  1. get incinerator tank. rclick. empty.
  2. fill tank w/ fuel of backpack. repeat till empty
  3. fill with water(p sure you need to make your own custom reagent tank w/ water from an empty one lol)

Issue bingo (not required to be all checked)

Unload-weapon doesn't swap hands any more

'Using the Unload-Weapon verb on guns with internal magazines will no longer swap hands.'

So I'm unsure about the intent of this change so I'll just explain my reasoning.

  1. Turn auto eject on/off
  2. Turn auto inject to hand instead of to ground
  3. Unload-Weapon either goes to ground or off-hand

I got rid of auto eject a long time ago. I unload-weapon manually. There are two reasons I do this:

  1. To keep the mag, so I can refill it and re-use it. For example, I keep a 42 AP mag in my L42, and a spare mag on my belt. When I eject the mag, it's to keep the mag, otherwise I'd just have it either auto eject or manual eject to the ground.

  2. M44- Unload-Weapon doesn't swap hands either. It should unload w/e ammo is left, swap hands, that way I can pocket however many bullets are left to save marksman/heavy, and you're ready to manually load bullets or a speedloader into the M44. since you can't tactical reload

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