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Automatic changelog compile [ci skip]
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ss13-beebot committed May 5, 2024
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Expand Up @@ -630,69 +630,6 @@ <h3 class="author">Tsar-Salat updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">fixes bug with cyborg glass stacks when crafting or using on tableframes</li>
</ul>

<h2 class="date">03 March 2024</h2>
<h3 class="author">HowToLoLu updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed an offensive word from the list of phobia trigger words.</li>
</ul>
<h3 class="author">RKz, ShizCalev updated:</h3>
<ul class="changes bgimages16">
<li class="refactor">Converted everything to use setAnchored() as opposed to setting the anchored var directly. This means that COMSIG_MOVABLE_SETANCHORED can now actually be used reliably to track if an object's anchored var has changed.</li>
<li class="bugfix">The refactor also means that varediting the anchored var will now properly update most items' other states that rely on it being set a certain way.</li>
<li class="bugfix">Fixed bookcases having the incorrect icon when they're unanchored.</li>
<li class="bugfix">Fixed bookcases not automatically picking up spellbooks / storage books when made/spawned.</li>
<li class="bugfix">Fixed bookcases not dropping spellbooks / storage books when deconstructed.</li>
</ul>
<h3 class="author">ToasterBan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now name a constructed medbot using a pen on it</li>
<li class="rscadd">Chemist PDA job disks now also contain robot management</li>
<li class="rscadd">Medbot UI now tells you the name of the beaker/chembag that is inserted in it</li>
<li class="tweak">Medbots need to be unlocked to have their beaker/chembag removed</li>
</ul>
<h3 class="author">Tsar-Salat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Full conversion to the new food typepath</li>
<li class="bugfix">fixes all instances of machines checking for the old path instead of the new food path, incl. vendors & microwaves</li>
<li class="tweak">converts misc.dm to use protein values</li>
<li class="tweak">converts snacks_vend.dm to use protein values</li>
</ul>
<h3 class="author">rkz, Mickyan, Donkie, willox, Timberpoes, Kush1Push1, AnturK updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">bloody footprints no longer spawn with incorrect steps and don't break when rotated on shuttles</li>
<li class="tweak">Blood dripping frequency now scales with blood loss</li>
<li class="bugfix">Fixed blood decals occasionally containing more blood than they should</li>
<li class="rscadd">Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.</li>
<li class="bugfix">Shoes will no longer get bloody while wearing something that covers them.</li>
<li class="tweak">Blood splatters only make your shoes or feet bloody if the tile is bloody enough,</li>
<li class="tweak">Light steps trait prevents clothing from being covered in blood if you step on a bloody tile with your shoes off.</li>
<li class="rscadd">Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.</li>
<li class="bugfix">The detective's scanner should now always properly output the correct data for scans and should no longer print out blank entries erroneously.</li>
</ul>
<h3 class="author">rkz, Seris02, ExcessiveUseOfCobblestone updated:</h3>
<ul class="changes bgimages16">
<li class="code_imp">Dehardcodes milkable component reagent</li>
<li class="rscadd">Snakes can now be milked for venom. They don't seem to mind.</li>
<li class="bugfix">fixed bad qdels with milkable component</li>
<li class="admin">converted VV component list input to TGUI</li>
</ul>
<h3 class="author">rkz, mickyan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">randomized pixel shifting when throwing items</li>
</ul>
<h3 class="author">zeskorion updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">removes the virologist role. this is config based.</li>
<li class="rscdel">Removes most means to customize viruses This is config based. Currently, you can remove up to 2 symptoms from a disease, neuter symptoms, and mix viruses. Symptom removal is not random, with each symptom being removed based on a value given at roundstart.</li>
<li class="rscdel">dermagraphic ovulogenesis symptom</li>
<li class="tweak">while virus customization is disabled, virus sample crates instead ship 5 isolated utility symptoms</li>
<li class="rscadd">re-adds viro zombies. They're now weaker, and only spread their diseases, instead of spreading the tumor itself.</li>
<li class="rscadd">adds a new chemical reaction, which allows you to remove faltered, immutable, dormant, and carrier status from viruses</li>
<li class="balance">random viruses made through events should be more impactful now</li>
<li class="balance">some symptom thresholds should be far easier to reach. config controlled.</li>
<li class="tweak">toxoplasmosis sapiens is now level 0, and can *technically* appear, but, like all level 0 symptoms, will practically never appear, and will be even less likely to have any significant effect. However, the owo speak effect has been substantially toned down, and should now only impede the speech of certain letters and induce random cat noises, rather than replacing words arbitrarily.</li>
</ul>
</div>

<b>GoonStation 13 Development Team</b>
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