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Upstream merge as of Aug 25 #418

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Sep 13, 2024
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@Doubleumc Doubleumc commented Aug 28, 2024

About the pull request

Brings PvE current with PvP as of cmss13-devs/cmss13@6656c35

Explain why it's good for the game

Keeping up to date with PvP lets us take advantage of all the fixes, updates, upgrades, etc, and allows easier sharing between the two codebases.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Boots. No runtimes. No visible errors in a run-through.

Known issues:

  • none (so far)

Changelog

In short: everything.
In long: waaaaay too long to actually list everything.
In less-short, a list of things I think are especially notable:
🆑
code: updated to main CM as of 8-25
ui: updated to PvP orbit menu, gained more sections
qol: APCs are now emissive
add: Added toggle fullscreen hotkey, default F11
maptweak: new map lints against stacked structures, bad dir var edits, var edits from open turfs
add: added plantable flags
add: added W-Y sentries and additional UPP sentries
refactor: splits storage.dmi into multiple files, also moved some icons around for organization
add: Added a tutorial system for various roles (and just general information), find it in the lobby screen.
add: framework for new ert stations ported from tgstation/tgstation#71785, by ZephyrTFA
code: missing lineart error is now a lint
/:cl:

cm13-github and others added 30 commits August 6, 2024 16:47
Reverts cmss13-devs/cmss13#6727

This has had a few too many knock-on effects (see below) and I'm a bit
too burned out to properly fix this; will re-introduce this later when
properly adjusted.

- Not happy with xeno cade hit % adjustments
- I've heard there's issues with cades getting shredded on diagonals
- You can now do what's seen in the image without issue, and you
couldn't previously

![image](https://github.com/user-attachments/assets/97b137cd-f982-4848-9aea-4fd0f61987a9)
…(#6880)

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
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link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
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Replaces the normal machete scabbard in the SG vendor with one that can
be placed in the back slot, along with new sprites for it. Price is
increased from 6P to 15P. This scabbard can only be connected to the
harness and will be dropped when the harness is unequipped.

# Explain why it's good for the game
To currently equip a machete as SG, you need to sacrifice your belt. You
can't place it on your back or suit storage. This offers a new but
expensive way to have a machete without sacrificing a belt or pouch
slot. This is specifically a new item so that you can't just equip any
back machete scabbard, you still need to put in some points to get value
out of it.

It also adds some variety to playing SG, as this provides an alternative
to carrying folding cades always as SG.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/user-attachments/assets/118155b7-1ca3-47b8-8858-ea8c92c11db0)

Updated sprite for item

![image](https://github.com/user-attachments/assets/28d47c25-2781-4ec2-b837-980a53a445c4)


</details>


# Changelog
:cl:
add: Smartgunner Machete Scabbard, which smartgunners can wear on their
back when their harness is equipped.
balance: SG's vendor has replaced the 6P Machete Scabbard with a 15P
Smartgunner Machete Scabbard.
/:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

Imports TG Pills - Matches pill bottle aesthetic

# Explain why it's good for the game

consistency + nicer sprites


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>

<summary>Screenshots & Videos</summary>


![pills](https://github.com/user-attachments/assets/10bd36df-9c54-41d6-a1ea-8cd85cea16c7)

![pills2](https://github.com/user-attachments/assets/e0409cb5-83a7-467a-9c01-67f3255fcea8)

![pills3](https://github.com/user-attachments/assets/594b32d4-6c48-43e4-b0d9-6994a7d3166b)

![pills4](https://github.com/user-attachments/assets/bdc6cfdc-2764-45f9-a417-e09bf8b4aa8a)

![pills5](https://github.com/user-attachments/assets/6e6bdba9-2170-441a-bc74-0c8fba48dc20)

![pills6](https://github.com/user-attachments/assets/d8ff91ff-f982-4b20-85cc-f602458dd2e2)

![pills7](https://github.com/user-attachments/assets/1e74d8d8-90d6-44ae-9e68-dd28e2e51cb9)

![pills8](https://github.com/user-attachments/assets/13c7c867-68ec-4af5-8012-157c2d4687e8)

![pills9](https://github.com/user-attachments/assets/8d14a9c9-50d3-43e5-b8fe-7e4f12b185fc)

![pills10](https://github.com/user-attachments/assets/31f21c87-b770-426f-8926-2dabe764e065)

![pills11](https://github.com/user-attachments/assets/5a5f313d-e132-4908-9ce7-bcb699ee9dbd)

![pills12](https://github.com/user-attachments/assets/4ade5437-98ac-4fee-bad0-a15135d960ac)

![pills13](https://github.com/user-attachments/assets/14e25d53-4943-4948-ad2d-97a4f6fd4033)

![pills14](https://github.com/user-attachments/assets/a67c41fe-1eb4-43f6-b341-513d29b699b3)

![pills15](https://github.com/user-attachments/assets/340a89f0-5d65-44ed-bcb5-33d6751d409c)

![pills16](https://github.com/user-attachments/assets/4faab8f3-5d1f-49d8-bcd3-50abec0635e6)

![pills17](https://github.com/user-attachments/assets/58abac79-9d92-49b7-8eed-fc5e03f424ff)

![pills18](https://github.com/user-attachments/assets/adfcd5d5-46b9-4488-b63e-9b76d8398942)

![pills19](https://github.com/user-attachments/assets/c7b99783-699f-4a4c-9de0-7f9b1beae908)

![pills20](https://github.com/user-attachments/assets/8136c613-ed06-4d79-ad42-a58c63f4de77)

![pills21](https://github.com/user-attachments/assets/8d1f379a-8983-4c34-95a6-ccfec60f7f6e)

![pills22](https://github.com/user-attachments/assets/e23a01a0-6c90-47c8-b489-b09c8df7f668)

</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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<!-- If you add a name after the ':cl', that name will be used in the
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:cl: LTNTS
imageadd: port tgsprites for pills (including a new variation)
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->

---------

Co-authored-by: Drathek <[email protected]>
# About the pull request

Switches several uses of `for(var/turf/... in range())` over to
`RANGE_TURFS()` instead. Doesn't switch when the expected radius is less
than 5. Where possible, removes the loop entirely.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
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# Explain why it's good for the game

For finding turfs, `RANGE_TURFS` shows a slight performance benefit over
`range`. This performance benefit becomes more pronounced as the radius
increases.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Performance testing. All procs in question return a list of turfs.
The procs of interest:

![image](https://github.com/user-attachments/assets/c130418c-dfa3-4f8a-9bfb-54dd9f8bd2e3)

Radius 1:

![image](https://github.com/user-attachments/assets/837deddf-24cc-46d1-9c48-0c3ce0a4310a)

Radius 5:

![image](https://github.com/user-attachments/assets/146d581e-1c16-4988-837c-3422d954d8aa)

Radius 10:

![image](https://github.com/user-attachments/assets/dadaa684-816a-49b2-b3bf-f55a6fed6082)

Radius 20:

![image](https://github.com/user-attachments/assets/05463878-9d7d-4cf4-bf71-a2b0185131c5)

Results show that when able to convert away from a loop
(`turftest_range_turf_direct`) that is always the best choice. For
results under a radius of 5 the standard `range` (`turftest_range`) was
notably faster, for a radius of 5 or more `RANGE_TURFS`
(`turftest_range_turf`) was slightly faster.

</details>


# Changelog
No player facing changes.
# About the pull request

Switches several uses of `view` over to `dview` and related
procs/defines instead. Only swaps over where it would be inappropriate
for native BYOND darkness to effect the results, i.e. it cares about a
lack of obstructions rather than actual visibility.

Created `doview()` and `USE_DOVIEW` as the `oview` version of `dview`.

Tweaked `dview` and related procs to work slightly more like `view`
would. `view` is from the perspective of the provided atom, seeing
itself, its loc (usually a turf), and if on a turf, any surrounding
turfs. `dview` set its loc to the provided atom, meaning it was in the
*contents* of that atom, and would see itself and its loc (the atom)...
which, as an atom, means it wouldn't see surrounding turfs. Existing
uses of `dview` got around this by using `get_turf` on the provided
atom. I changed the behavior so this wasn't necessary, allowing you to
`dview` from the perspective of a atom and have it work like `view`
would.
Perhaps that should just be a built-in `get_turf` instead, but this more
closely matches how `view` works.

Used `HIDE_INVISIBLE_OBSERVER` as the see invis for `dview` as all the
uses I saw were for in-character things, and thus should only effect
things that were also in-character. Anything as invisible as an observer
or more is assumed to be out-of-character.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game

Should (currently) have no effect on the game as native BYOND darkness
isn't used (all areas have luminosity), but is one step towards allowing
that system to work appropriately if enabled.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Performance testing. All procs in question return a list of atoms.
The procs of interest:

![image](https://github.com/user-attachments/assets/d4b487c9-5b8d-470e-8692-c7b2d8045d19)

Current, with darkness disabled (area luminosity = 1):

![image](https://github.com/user-attachments/assets/f6ab0229-c868-4f9c-a98a-541357dd0a65)
No performance difference between `view` and `dview`.

As a test, darkness enabled (area luminosity = 0):

![image](https://github.com/user-attachments/assets/bb60b345-0df7-45f3-8f09-a97fdfd43cd9)
`dview` is notably slower than `view`, likely because `view` has smaller
lists of things it can see due to darkness and thus shorter loops.

</details>


# Changelog
No player facing changes.

---------

Co-authored-by: Drathek <[email protected]>
…o (#6786)

🆑 BlackCrystalic
fix: No more admin data sended to normal players in who/staff who
/🆑

---------

Co-authored-by: Deleted user <ghost>
Co-authored-by: Drathek <[email protected]>
# About the pull request
Closes #6873 
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
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Remember: something that is self-evident to you might not be to others.
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# Explain why it's good for the game
Fix bugs
Better game
???
Profit
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixed explosive implant not triggering when hearing the code-word.
/:cl:
…d using Updatepaths.txt file. (#6686)

# About the pull request

This PR add directional APC's and Updatepath.txt

standardize APC's by creating 2 separate types, normal and upgraded
variant, replace APC's with cell types: high/super/hyper with upgraded
variant with own HIGH cell type. (10000 capacity)

Edit: Add directional APC sptires made by Blundir.

Fixes: #6792
Fixes: #6312

# Explain why it's good for the game

Reduces lines of codes in mapping, i know there is already code in
apc.dm to make them have pixel_y or pixel_x offset.

Mainly issue is: in map editor they have var edited offsets, with mean
it not only override code that already exist, but also occupy more
space, with new code it should do same in exchange for less lines of
code. (i didnt remove directional code for other stuff like broken APC's
etc.)

Edit: Add directional APC's sprites for better visuals

# Testing Photographs and Procedure
New directional APC's sprites by @Blundir.

![image](https://github.com/user-attachments/assets/aeca90ef-fa07-4907-8b35-6a1eb0a334ea)

Image from Blundir:

![image](https://github.com/user-attachments/assets/5780bcf0-cb33-467e-9617-172ca6427322)



# Changelog
:cl: Venuska1117, Blundir
imageadd: add directional APC's Sprites.
balance: Now there are only 3 APC's types, APC's with call_type
high/super/hyper are replaced with upgraded APC variant containing high
capacity cell, weak variant got replaced with normal APC variant.
fix: Fixes APC's with wrong offsets (strata and Prison)
/:cl:

---------

Co-authored-by: Blundir <[email protected]>
# About the pull request

Shrapnel movement is now smoothed by an `animate()`.

This is a follow on from cmss13-devs/cmss13#4986
, attempting to resolve the performance issue that forced shrapnel to be
excluded:
cmss13-devs/cmss13#4986 (comment)

Replaced the visual-effect-only shrapnel
`/datum/ammo/bullet/shrapnel/light/effect` with a particle system that
imitates their look. The two main differences are the particles don't
collide with anything and all are using the "sparks" icon instead of the
"tracer" icon because the tracer has a clear direction to it and
particles can't easily coordinate angle and facing.

tracer on left, sparks on right

![image](https://github.com/user-attachments/assets/c1aea971-6f75-40b8-b34e-985bd57e27af)

TM yes, full merge no. The current particles implementation is
single-purpose for testing. Assuming all works well and its not causing
client performance issues, will bring in a more robust solution such as
in TGMC.

Surely using a purely visual effect is less taxing than using full-up
objects. Surely BYOND is sensible in that regard.

Right?

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game

Smoother apparent movement for shrapnel gives a more appealing look.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Server memory stats and average client render.

baseline:
```
Server mem usage:
prototypes:
	obj: 3.75 MB (19,601)
	mob: 2.08 KB (133)
	proc: 15.3 MB (31,429)
	str: 9.86 MB (163,347)
	appearance: 180 KB (4,807)
	filter: 16.4 KB (7)
	id array: 38.6 MB (76,961)
	map: 6.37 MB (100,150,5)
objects:
	mobs: 5.59 KB (5)
	objs: 2.7 MB (8,520)
	datums: 3.39 MB (29,822)
	images: 2.62 MB (11,562)
	lists: 13 MB (86,256)
	procs: 7.18 KB (23)
```

![image](https://github.com/user-attachments/assets/21e78b1c-1dcb-4181-8b1e-4385498465fd)

after cluster OB, current master:
```
Server mem usage:
prototypes:
	obj: 3.75 MB (19,601)
	mob: 2.08 KB (133)
	proc: 15.3 MB (31,429)
	str: 9.88 MB (163,347)
	appearance: 295 KB (9,027)
	filter: 16.4 KB (7)
	id array: 38.6 MB (81,772)
	map: 6.53 MB (100,150,5)
objects:
	mobs: 5.59 KB (5)
	objs: 7.75 MB (17,446)
	datums: 4.08 MB (32,403)
	images: 2.63 MB (11,601)
	lists: 13.5 MB (95,057)
	procs: 6.89 KB (22)
```

![image](https://github.com/user-attachments/assets/840ba919-84bf-4d7a-9732-43c6a996b8ac)

after cluster OB, initial commit:
```
Server mem usage:
prototypes:
	obj: 3.75 MB (19,601)
	mob: 2.08 KB (133)
	proc: 15.3 MB (31,429)
	str: 9.88 MB (163,348)
	appearance: 1.34 MB (43,820)
	filter: 16.4 KB (7)
	id array: 38.6 MB (76,960)
	map: 6.53 MB (100,150,5)
objects:
	mobs: 5.59 KB (5)
	objs: 7.95 MB (17,524)
	datums: 3.54 MB (30,401)
	images: 2.63 MB (11,599)
	lists: 13.5 MB (95,167)
	procs: 6.89 KB (22)
```

![image](https://github.com/user-attachments/assets/00016b04-47b5-47f2-8be6-1a7295fb6cf4)

after cluster OB, particles experiment commit:
```
Server mem usage:
prototypes:
	obj: 3.75 MB (19,589)
	mob: 2.08 KB (133)
	proc: 15.2 MB (31,190)
	str: 9.87 MB (163,299)
	appearance: 209 KB (6,457)
	filter: 16.4 KB (7)
	id array: 38.3 MB (76,816)
	map: 6.53 MB (100,150,5)
objects:
	mobs: 5.59 KB (5)
	objs: 5.88 MB (15,559)
	datums: 3.56 MB (30,860)
	images: 2.62 MB (11,571)
	lists: 13.3 MB (92,035)
	procs: 6.89 KB (22)
```

![image](https://github.com/user-attachments/assets/cdc95284-59b0-445a-abb0-09b32a69864f)

On master gains about 120KB in appearances.
On initial commit gains about 1.2MB in appearances. Unsure why. Maybe
the `mutable_appearances` count and aren't being discarded?
On particles experiment commit gains about 40KB in appearances.
Presumably the reduction is due to the client handling generating some
of those appearances instead.

No significant difference on average render times for baseline, master,
or initial commit.
Particles cause a moderate render time increase for particles experiment
commit during a cluster OB.

</details>

Works without issue on my local machine. Unable to test at appropriate
scale. One TM and one cluster OB should give a definitive answer.


# Changelog
:cl:
code: shrapnel smoothly animates their movement
code: visual-effect-only shrapnel replaced by clientside particles
/:cl:
# About the pull request

not used and super ugly old ss13 sprites that should not be used on maps

# Explain why it's good for the game

less legacy mess


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
del: removes gravity generator (ugly legacy stuff)
/:cl:

---------

Co-authored-by: vincibrv <[email protected]>
…gacy) SG kit from req. (#6893)

# About the pull request
This PR makes the M56 Combat Harness & the M45 Ghillie Suit unmeltable,
and removes the $10K SG kit from requisitions, now that there is no need
for SGs to buy it if their shit gets melted.

The purpose of this PR is to standardise the ongoing trend of unmeltable
unique marine gear, and serves to patch up the stragglers that were left
behind during the initial un-meltification of specialist & SG equipment.

I have tested all my changes- I can confirm the SG kit is no longer in
req, and that you can no longer melt the M56 Combat Harness, nor the M45
Ghillie Suit. I have also tested for any spec kits that are still
meltable, and found none (besides the sniper, which I fixed.)

# Explain why it's good for the game

The pain of losing your unique gear to Young Drone (XX-420) while your
fellow protagonists have unmeltable gear is well-felt across the
playerbase. John Marine strips your ass of your gear to defib you on the
frontline, the xenos overrun your position, you go back to retrieve it,
but it's been melted to shit because a sentinel took the 0.5
microseconds needed to melt it down. Congrats. You rolled SG, and you
are now useless, because whilst your gun is unmeltable, for some strange
reason your armour isn't.
If you're the sniper, it sucks a bit less since you don't need the
armour to fire your gun- But still, you've lost your sweet camo armour
and are now dripless.

I removed the SG kit from req because it's useless now, plus no one used
it anyways because it costs 10K (and also Drathek told me to)


# Testing Photographs and Procedure
![Screenshot 2024-08-07
144616](https://github.com/user-attachments/assets/e229e4ea-2b3b-4422-8977-264dc4a1e268)
(The SG kit has been thanos snapped from req)
![Screenshot 2024-08-07
143618](https://github.com/user-attachments/assets/d0df683a-3fff-4a9b-a71a-81d74a5a7c43)
(The M45 Ghillie Suit is no longer meltable now, despite what the image
says)
# Changelog

:cl:
del: removed the M56B Smartgun Kit from requisitions.
balance: made the M56 Combat Harness unmeltable.
balance: made the M45 Ghillie Suit unmeltable.
/:cl:
…. (#6898)

# About the pull request

Makes the vendor button accurately depict `(x5 mines)` instead of `(x4
mines)`

```
/obj/item/storage/box/explosive_mines/fill_preset_inventory()
	for(var/i in 1 to 5)
		new /obj/item/explosive/mine(src)
```
# Changelog
:cl:
fix: Made claymore boxes in vendors be accurately labeled as the amount
of claymores they contain. From (x4 mines) to (x5 mines). The actual
contents of the box.
/:cl:
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
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Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
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Reorders the Essential SG Kit
OLD: Goggles, Gun, Battery, Armor, 3 Ammo
NEW: Armor, Gun, Goggles, Battery, 3 Ammo

# Explain why it's good for the game
Goggles require the gun, gun requires the armor. By placing them in this
order, it becomes easier for new players to learn this requirement and
equip the kit.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
qol: Reorders the Essential SG Kit in order of Armor, Smartgun, Goggles
/:cl:
# About the pull request

Adds a fun fact for number of times internal bleeding was fixed, similar
to the revives fact.

# Explain why it's good for the game

I'm not a huge fan of fun facts in general as it sometimes incentivizes
bad behavior (such as focusing on revives exclusively and neglecting
other duties just because it has a fun fact), but between removing the
revives fact or just adding a second medical fact, I went this
direction.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
add: fun fact for internal bleeding fixed
/:cl:
# About the pull request
Closes #6896 
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Fixes a bug
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: You can no longer put items back in the specialist case after
taking them out
/:cl:
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

colony power generators don't fail over time, only if damaged or out of fuel
should really key squads/platoons off of the squad datum instead of it checking the job text, but that's a PvP change to make
allow vendor (re)stocking even without supply link port
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Conflicts have been resolved. A maintainer will review the pull request shortly.

upp handcuff typepath needs to be changed too
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

not trigger errors on autowiki
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@Doubleumc Doubleumc merged commit b3d28c8 into cmss13-devs:master Sep 13, 2024
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cm13-github added a commit that referenced this pull request Sep 13, 2024
@Doubleumc Doubleumc deleted the upstream-merge-8-25 branch September 13, 2024 08:38
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