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Downstream Port #1509
Downstream Port #1509
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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Some stuff --- <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: sleepyyapril, Stop-Signs, Memeji - add: Changed the Warden suit's capabilities. (Original author: Stop-Signs) - add: Repeater, Argenti, and 45 magnum rubber box to Bartender's loadout. - add: Red cloak to loadout (Port from Floof PR Simple-Station#390) - add: Witch Robes to loadout (Port from Floof PR Simple-Station#390) - add: Sawed-off PKA (Port from Floof PR Simple-Station#390) - add: More end-round sounds. (Port from Floof PR Simple-Station#390) - add: The ChemMaster now has 20, 75, and 80 unit options available. - tweak: Made the ChemMaster wider. - fix: Ported Frontier fix to mag visuals on specific guns. --------- Signed-off-by: Stop-Signs <[email protected]> Co-authored-by: Stop-Signs <[email protected]> Co-authored-by: FoxxoTrystan <[email protected]> Co-authored-by: Radezolid <[email protected]> Co-authored-by: ErhardSteinhauer <[email protected]>
RSI Diff Bot; head commit c12a521 merging into 90db21a Resources/Textures/Clothing/Head/Hoods/redhood.rsi
Resources/Textures/Clothing/Neck/Cloaks/redhood.rsi
Resources/Textures/Clothing/OuterClothing/Suits/witchrobe.rsi
Resources/Textures/_NF/Clothing/Neck/Cloaks/janitor.rsi
Resources/Textures/_NF/Objects/Weapons/Guns/Basic/sawn_kinetic_accelerator.rsi
Resources/Textures/_NF/Objects/Weapons/Guns/Snipers/repeater.rsi
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
As a temporary solution, heirlooms don't give a negative effect if they go missing, only reset. This is because the mood effect ends very quickly and therefore flickers a negative mood effect for a half second. |
Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs
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Resources/Prototypes/_NF/Entities/Objects/Weapons/Guns/Basic/sawn_pka.yml
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…awn_pka.yml Co-authored-by: VMSolidus <[email protected]> Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]> Signed-off-by: sleepyyapril <[email protected]>
Changelog
🆑 sleepyyapril, Stop-Signs, Memeji