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cuberound wants to merge 71 commits into
Zenith00000:swamp_visualsfrom
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Closed

Aligator#85
cuberound wants to merge 71 commits into
Zenith00000:swamp_visualsfrom
cuberound:aligator

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@cuberound

@cuberound cuberound commented Jun 23, 2026

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About the pull request

Explain why it's good for the game

Testing Photographs and Procedure

Screenshots & Videos

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

Changelog

🆑
add: Added something
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
code: changed some code
refactor: refactored some code
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

cuberound and others added 30 commits June 9, 2026 17:40
# About the pull request
Resolves: cmss13-devs#12461

Attach the signal to the client so it actually receives the signal
maybe.
<!-- 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 addresses a reported issue, you can include "Fixes #92345" to
link the PR to the corresponding Issue number #92345.
For multiple issues you must include the "Fixes" keyword for each, e.g.
"Fixes #92345, Fixes #92346, Fixes #92347". You cannot use multiple
issue numbers with only one keyword.

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
Bugs bad
# 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: Overwatch overlays no longer get stuck 
/:cl:

---------

Co-authored-by: fira <loyauflorian@gmail.com>
…ets (cmss13-devs#12467)

# About the pull request

Fixes cmss13-devs#12330 by adding a new faction list for hyperdyne survivors that
includes FACTION_SURVIVOR.

# Explain why it's good for the game

# 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: Antlers
fix: Hyperdyne corporate survivors no longer get aired out by LZ turrets
/:cl:
…2274)

# About the pull request

roadmap, xenos should be able to tell how damaged their structures are

# Explain why it's good for the game

 xenos should be able to tell how damaged their structures are


# 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: xenos can see reamining durability of special structures on examine
/:cl:

---------

Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
# About the pull request

remvoes few unused lines and standardises on check

can pry is not used and prying is not so simple and each thing that can
be pryed has its own check

# Explain why it's good for the game

meh prob is not but cleaner file


# 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:
code: isbanana is no longer 
/:cl:
# About the pull request
The fire spread proc now requires a reagent to be passed in, which
avoids creating a new reagent for every recursive call.
`fire_spread_recur()` now uses `CHECK_TICK` instead of `spawn(0)`, so
instead of delaying each wave by a single tick, it'll proceed as fast as
possible without overloading the server.
`fire_spread_recur()` now only checks the directions it'll try to spread
to, rather than all directions.
`fire_spread_recur()` and `fire_spread()` now use `set waitfor = FALSE`
to avoid blocking callers. This is preferable to an explicit `spawn(0)`
because it will only spawn if the server is overloaded, which avoids
giving the scheduler a bunch of spawned procs to handle.

Split out of cmss13-devs#11946.

# Explain why it's good for the game
Improves performance a good bit, there's no pause/delay when an
incendiary OB hits.

# Testing Photographs and Procedure
I do have screenshots and videos, I just am too lazy to upload them
right now.

<details>
<summary>Screenshots & Videos</summary>

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

</details>

# Changelog

:cl: MoondancerPony
refactor: made fire spread (from OB, flamers, etc) much faster
/:cl:
# About the pull request

If it can't be broken without direct intervention it should not break.
Main purpose for this is the AI Core APC which cannot be repaired.

# Explain why it's good for the game
# 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: Almayer crash no longer breaks hardened APCs.
/:cl:

Co-authored-by: forest2001 <forest2001@cm-ss13.com>
# About the pull request

Changes some queen locked procs to xeno generic. Also adjusts some
backend bits for the hive to allow them to be changed easier.

Part of the project to break the pathogen PR down to smaller chunks for
review purposes.

# Explain why it's good for the game
Stability for the future.

# 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:
code: Changed some queen procs to xenomorph base.
add: Changed Queen naming convention (thought I did this ages ago)
code: Changed the tier_slot_multiplier var name to divisor because it
was stupidly named.
/:cl:

---------

Co-authored-by: forest2001 <forest2001@cm-ss13.com>
…mss13-devs#10541)

# **If you want to discuss, give suggestions or feedback:** 
click link:
https://discord.com/channels/150315577943130112/1405554749838721085/1405554749838721085

**Discord Contributors:** _(did not code, but should credit them)_
- **TheBadPerson - Jack Sidower/EKSS** for suggesting names for
abilities.
- **Dave** man, you really tryied to give a lot of cool ideas, but they
did not fit this strain, but would be cool for crusher or crusher
strains.
- **igloo | WA-L7** helping with default stats for bulwark and
suggestions.
- **Rosa Teagarden (And KIN)** for suggesting reflective ability.
- **Rena** for commenting on defender quirks, that inspired me to make
abilities to work on each other.
- **thwomp** for suggesting to give it similar tail sweep (defender
ability)
- **TheBadPerson - Jack Sidower/EKSS** thanks for support, but not
everything need to be LoL ripoff, i already made it look like one (but
suggestions and motivation was welcome)

**And all other people on discord channel giving feedback, without it
this strain would struggle to become as it is**

# About the pull request

Adds new  warrior strain "Bulwark"

This strain aims to be evolution between defender and crusher, mostly
focusing on defensive direction and siege-like properties.

**Document:** https://hackmd.io/@YLxQa9NUQ-e6H5YHujbzoA/SypFAIZ2Ze

- [x] Requires cmss13-devs#12143
- [x] Requires cmss13-devs#12147

<details>
<summary> Changes Tracker:</summary>

<details>
<summary>Changes: [v0.1]</summary>
- Changed Plate Slam plasma draining to set amount of plasma
- Plate Slam now can knock down enemies depending on their body
position, if standing you knockdown and pin target for 7 seconds, if
target was already prone you pin it down for 10 seconds.
</details>

<details>
<summary>Changes: [v0.2]</summary>
- Now Shielder can attack and haul with encased plates active.
- Replaced "placeholder" sprites for shielder abilities with new
sprites.
- Fixed Reflective shield consuming plasma when not encased in plates.
- Fixed "Floored" effect, now it only apply on targets that are under
shield slam ability.
- Swapped reflective shield and plates slam priority position. (mist
request)
- Plate Slam now have windup of 3s instead of 5s 
</details>

<details>
<summary>Changes: [v0.3]</summary>
- Renamed "Shielder" strain to "Bulwark" (name won the community vote)
- Bulwark now gain additional status info, it will now show reduced
melee damage, it also shows usage timer for reflective shield.
- Removed Reduced attack damage from strain, but applyied it to encased
plates ability, when encased you deal -8 slash damage.
- Encased plates slowness reduced from 1 to 0.5
- Encased plates toggle time decreased from 3s to 2s.
- Reflective shield is now channeled ability (similar to lurker
invisibility), 1 second used is 2seconds cooldown, can be stopped early
by using same ability twice or disengaging encased plates.
- Plate Slam windup time decreased from 3s to 2s.
- Plate Slam can now be deactivated early by using reflective plates.
(you can still do that by deactivating encased plates)
- Plate Slam "floored" visual now apply and dissapear correctly when
using ability.
- Fixed Tail sweep cooldown, now when missing tail sweep you get applied
intended 30% of cooldown.
- Fixed Plasmaless strains having Plasma (ravager strains)
- Updated strain description to match new changes.
</details>

<details>
<summary>Changes: [v0.35] </summary>
- Removed Plate Slam ability, caused too many runtime issues, people
didn't like ability either.
- Added safety check for people trying to evolve when having reflective
shield active.
</details>

<details>
<summary>Changes: [v0.4] </summary>
- Fixed Reflective Shield ability not reflecting bullets correctly.
- Changed Reflective Shield Reflection chances, Front is 80%, sides is
65% and back is 30%. (from 80% front, 64% sides and 28% back)
- Default tackles are changed, minimum tackle is back to 2 and maximum
is 5. (from 4 min and 5 max)
- Encased Plates now increase minimum tackle from 2 to 4, max tackle is
unchanged.
- Cleaned files from more plate slam code remains.
- Added guide inside PR description.
</details>

<details>
<summary>Changes: [v0.5] </summary>
- New 5th ability called Siegeborn, when activating it you gain
heal_over_time after taking specific amount of damage, when used during
reflective shield mode it will instead improve reflection angle from 90
to 30 degree cone. (ability icon changes when conditions are met)
- Encasing Plates toggle cooldown decreased from 2s to 1s.
- Slashing during Encased plates now have extra damage visual.
- Disengaging Encased plates during Reflective Shield now stops ability
instead of forcing you to deactivate it first.
- Tail Sweep ability now trips people around you (like dancer tail trip)
instead of throwing them away to courage closer combat style.
- Reflective shield plasma cost reduced from 100 to 80 plasma.
- Reflective Shield now cannot reflect sniper bullets instead of Tier 10
penetration bullets.
- Bulwark health got increased from 500 to 600, defender have 500hp and
crusher have 700hp, 600hp should be best middle ground between the two.
- x2 Cooldown on Plate Bash during encased plates got removed.
</details>

<details>
<summary>Changes: [v0.55] </summary>
- Removed 5th ability, amount abilities will be same amount as base
warrior offers for less complexity (requested by maintainer)
- Improved Reflective Shield reflection angle from 90 degrees to 50
degrees, increased accuracy of bullets from 40 to 80 (doubled)
- Cleaned and improved some code.
</details>

<details>
<summary>Changes: [v0.6] (experimental)</summary>
- Bulwark gains +10 armor, meaning it have 30 base armor.
- Passive directional armor now have +10 front and +10 side armor.
- When Encased plates are active, you lose -10 side armor and gain +10
front armor, 50 front armor is slightly above crusher and 30 side and
back is defender armor.
</details>

<details>
<summary>Changes: [v0.65] (mist request)</summary>
- Separated Reflective code from bulwark to be its own proc, this proc
can now be assigned to anything desired.
- New Reflective proc is used for Reflective Walls (fixes their
reflection without changing previous values)
</details>

<details>
<summary>Changes: [v0.7] (mist & google requests)</summary>
- Reduced Duration of reflective shield from 10s to 6s.
- Reflection chances are changed, now you reflect 100% projectiles ONLY
from front (no sides and back reflection)
- Reflective walls and bulwark ability cannot reflect LZ turrets
anymore.
- Bulwark gain trait that no longer gives directional lock slowdown
(TRAIT_NO_DIR_LOCK_SLOWDOWN).
- Increased Encased plates slowdown from 0.5 to 1.
- Tail sweep now can be used with encased plates and reflective active
in exchange of deactivating stances.
</details>

<details>
<summary>Changes: [v0.75]</summary>
- Changed Bulwark Sprite color palette to look more like warrior (Zenith
suggested colors)
- Tail Sweep now reflect grenades 1 tile further away.
- Fixed Reflective Shield reflecting when laying down or unconscious
(aka explosions)
- Fixed Reflective shield timer, now cooldowns are applied correctly.
- Reflective Shield cannot reflect LZ turrets anymore.
- Now Reflective cooldown is 1s used for 3s cooldown.
- Fixed reflective shield reflecting on sides.
- Added new visual for reflective shield.
</details>

<details>
<summary>Changes: [v0.8]</summary>
- Turrents no longer get reflected by Reflective shield.
- Boiler Gas blobs no longer get reflected by Reflective shield.
- Encased plates slowdown increased from 1.0 to 1.4
- Updated strain description to cover changes.
</details>

<details>
<summary>Changes: [v0.85]</summary>
- Decreased slowdown on encased plates from 1.4 to 1.35
- Reflective shield now have 1s used as 2 second cooldown but minimum
cooldown time is +6 seconds, meaning 8s minimum cooldown and 18s max
cooldown.
</details>

<details>
<summary>Changes: [v0.9]</summary>
- Strain decription now is slightly more grammar- corrected.
- Using Reflective Shield now locks your direction to the last one you
were looking (use with care).
- You cannot use any intents or attack targets when reflective shield is
active. (abilities excluded)
- Activating Reflective Shield now drops pulled people to prevent
locking direction from breaking.
</details>

<details>
<summary>Changes: [v0.95]</summary>
- You can now rotate on Reflective Shield by using alt + (button
direction) with 0.3 second delay.
</details>

<details>
<summary>Changes: [v1.0]</summary>
- Reflective Shield cannot reflect flamer sentry projectiles. (not
intended)
</details>

<details>
<summary>Changes: [v1.1] (community feedback channel requests)</summary>
- Reflective shield now uses sprite instead of filter to show front
reflection on sprite instead on whole surface.
- Disengaging Reflective Shield in any means no longer disables
directional lock. (player need to manually disable it my attacking or
alt + same dir button)
</details>

<details>
<summary>Changes: [v1.2] (fix patch)</summary>
- Reflective Shield cannot reflect shotgun sentries anymore.
</details>

<details>
<summary>Changes: [v1.3] (experimental)</summary>
- Bulwark takes now 50% more weapon melee damage.
</details>


</details>

# Explain why it's good for the game

As long as i played, warrior is a part of a defensive evolution tree
defender -> crusher, as defensive evolution line, for some reason its
way more offensive, with makes it a high skill caste that not everyone
can play without getting killed after a bad lunge.

> If i could give meaning to normal warrior, warrior is like a
berserker, that fight with its sword close range, in this case bulwark
is like knight with sword and shield.

This PR aims to add new strain that is way more beginner friendly,
require less skill to survive but still require some to utilize its full
potential, meaning the more you undestand it, the more you benefit from
it.

# Testing Photographs and Procedure

She is still eepin.
<img width="228" height="148" alt="image"
src="https://github.com/user-attachments/assets/9f664a74-7cfc-4ffe-a302-8f86c23131e2"
/>
but she told me, if you want videos they are on discord link above.

# "Bulwark" Guide:

<details>
<summary>>Click to see guide:</summary>

This is guide to Bulwark strain that explain how it works so people
grasp it better.

Bulwark strain contain the following:
- 4 Passives
- Encased plates
- Plate bash
- Tail sweep
- Reflective Shield

Basic rules first before we break down abilities:
- NEVER show your back to enemy, if get behind you, your armor is weak
there, this is like asking to get killed.
- You should almost ALWAYS use directional lock, what is directional
lock? this is option where you can "lock" your character to look in
specific direction, how to activate it? simple, hold Alt and press any
direction you would walk to, lets say you go south, you hold Alt and
press S, now you are locked to south unless you do same action or click
somewhere on screen to break direction lock.
- You CAN attack targets when you have encased plates up, just remember
you deal slightly less damage to target.
- Directional Armor works ONLY on projectiles, by base you have always
30 armor.
- No diectional slowdown, you can slide around with no penality.

<details>
<summary>>Click Here to see Image that explains how directional armor
and reflection works.</summary>

<img width="585" height="583" alt="image"
src="https://github.com/user-attachments/assets/0b309ec1-32ff-4b2c-b02e-e7efc9c32f32"
/>

</details>

Let me break down the passives:
- 50% less damage from cades, as it suggests, when you slash cade it
deal 10 environmental damage, this passive reduces that damage to 5.
- 75% chance to strike target behind cades, this passive allows your
slashes and tailstab to go through wired cades that normally have
specific chance to let slashes/tailstab through, this passive increases
that chance.
- Directional armor +10 front, +10 to sides, by base this strain have 30
armor with is not a lot but this passive makes so when attacked from
front or sides you have higher armor (40 front and 40 side armor),
remember you should NEVER let your back get attacked by enemy.

Encased Plates:
This ability will increase your front armor by +10 and reduce side armor
by -10, in this state you can slash targets, but your damage is reduced
by 8 and your walking speed is slightly reduced, but as positive you can
open holes in walls you can make (yes your slashes can make hole in
walls)

Plate Bash:
This ability changes depending if stance (encased plates) are active or
not, when not active plate bash will launch you to enemy 3 tiles away
and bash them 1 tile away, when encased plates are active, you lose
ability to launch yourself to enemy but you will launch them instead 3
tiles away, this ability always deal 20 damage.

Tail Sweep:
You will trip enemies around you and briefly stun them in adjecent
tiles, when grenade is in adjecent tile it will instead launch that
grenade back 4 tiles away in opposing direction of player and have
shortened cooldown, if grenade and enemy are hit by ability, you will
receive normal cooldown, this ability always deal 15 damage.

Reflective Shield:
Signature move of this evolution, reflective shield behaves similar like
reflective walls, but its mostly depending on direction bullets are
fired from and reflect them back at direction of attacker for half the
damage bullet would do, it will reflect 100% bullets from front, angle
at with bullets are reflected back is -25 to 25 (50 degree cone)

This ability can be disabled early by pressing same ability twice.

You are unable to use intents and you will drop pulled targets
(abilities are excluded from this rule)

Reflective Shield CANNOT reflects sniper bullets, rockets and
anti-reflective ammo (like SHARP darts), xeno projectiles and turrets.


</details>


# Changelog

:cl: Venuska1117
add: Add new Warrior Strain "Bulwark".
add: Bulwark have 600 health, tackles of 2 min - 5max, gains 200 plasma,
+10 explosive and +10 normal armor for decreased speed and takes 50%
more melee damage.
add: Bulwark have 4 passive abilities, 50% less damage from wired cades
(5 damage instead of 10), 75% for slashes or tailstab to go through
wired cades and hit target behind them, +10 front armor and +10 side
armor and no direct lock slowdown.
add: Encased Plates, this ability when activated it will reduce your
movement speed by 1.35, increases minimum tackles needed to tackle
someone down by +2 and decreased slash damage by 8, in exchange you gain
+10 front armor and lose -10 side armor (stacks with passive), immunity
to knockdowns and ability to open holes in walls.
add: Plate Bash, this ability will launch you toward targets if its in
range of 2 tiles (3 tiles), it will hit them 1 tile away and shake their
screen, if encased plates are active, this ability changes to only work
on adjecent targets but in exchange you send them 3 tiles away,
knockdown and stun target.
add: Tail Sweep, this ability will hit all adjecent tiles (including
corners) around you and trip enemies down and briefly stun them, if
grenade is present instead of target, you will send grenade 4 tiles away
and your cooldown will be decreased to 1/3rd of full cooldown, if both
target and grenade are hit, normal cooldown value will be applied.
add: Reflective Shield, this ability will lock your looking direction
when casted to reflect bullets towards target in 50 degree cone (-25 to
25 angle), reflected bullets will only deal half of their original
damage, your reflection chance is 100% from front ONLY but you lose
ability to attack or help (you can still use abilities) and drop pulled
targets, this ability can be disabled early like how lurker invisibility
works 1s used is 2s cooldown but you gain +6s to cooldown, minimum 6s
cooldown and 18s max, this ability CANNOT reflects sniper bullets,
rockets and anti-reflective ammo (like SHARP darts), xeno projectiles
and turrets.
balance: Fix Reflective walls, now they reflect bullets properly (uses
new bulwark reflective proc).
/:cl:

---------

Co-authored-by: Venuska1117 <venus117@o2.pl>
# About the pull request

Fixes cmss13-devs#12317 , and sorts the
code a bit so new hippy glasses are in the glasses block.

# Explain why it's good for the game

Fixes are nice, and neatly sorted code is extra nice.


# 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: NHC
fix: Removed duped sunglasses from loudout menu
/:cl:
title, fixes not being able to link/unlink

:cl:
server: twitch linking functionality is deprecated in game
/:cl:

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
# About the pull request

One of the hazmat files was forgotten and instead the emote was just a
duplicate of another sound file with different text. Thanks to Blundir,
the correct file has been obtained and replaced.

Sound file is below so you can hear the correct one.

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

https://files.catbox.moe/hiuni7.ogg

</details>


# Changelog

:cl: BlitzArde, Blundir
soundtweak: Replaced the disturbances hazmat joe sound file
/:cl:
# About the pull request

Adds abomination pelt and skull for Yautja skinning. Also adds code to
delete instances of skull and pelt that have no icon state, so any xeno
that isn't setup to have one won't spawn blank items.

Part of the project to break the pathogen PR down to smaller chunks for
review purposes.

# Explain why it's good for the game
Consistency.

# 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: Added Abomination pelt and skull items.
code: Added code to delete instances of skull and pelt that have no
icon.
/:cl:

---------

Co-authored-by: forest2001 <forest2001@cm-ss13.com>
Co-authored-by: fira <loyauflorian@gmail.com>
# About the pull request

This PR does just a couple things (follow up to cmss13-devs#11963 ):
- Deletes a test smoke immediately
- Makes the area check for new smoke to be null safe (because above
spawns it with no loc)

# Explain why it's good for the game

Fixes 
<img width="1375" height="547" alt="image"
src="https://github.com/user-attachments/assets/9091bf9c-fc21-44da-b05a-ff525cc999c4"
/>


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

<img width="2239" height="1202" alt="image"
src="https://github.com/user-attachments/assets/2b0da34c-afdb-4612-bf3c-4eb68b2665f1"
/>

</details>


# Changelog
:cl: Drathek
fix: Fixed a runtime with custom smoke spawning
/:cl:
# About the pull request

buffs CLF IEDs by giving them normal OT chems for their reactions
instead of just water/potassium, and gives the incendiary one some
ethanol so it has some decent flames, even if short-lasted.

Gives CLF combat flashlights, you can see like a tile further with these

strongly raises cyanide's oxygen damage levels, adds neurotoxic so it
does brain damage, and raises its sleep chemical level.
this is technically a CLF buff because cyanide only spawns on CLF guys,
poision apples, and in the liason briefcase

# Explain why it's good for the game

The grenades kinda really suck, xenos can just literally ignore them as
they do that little damage, and the only reason they bother humans is
the stun from being too close, this makes them actually threatening,
which is nice

You can't see shit as CLF in the darkness, marine armor lights are like
double your view-range, this is better

Cyanide took like a half a minute to down and a minute to kill you, now
its roughly 10 seconds to down 30ish to kill.
This is mostly an admin event tool buff, as cyanide is so rare that I've
seen it more often used by admins than the 3 sources possible ingame.

# 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: Riot
balance: Buffs the IEDs used by the CLF
balance: CLF have combat flashlights now.
balance: Cyanide kills you faster now
/:cl:
# About the pull request

Removes an apostrophe where it is unnecessary in the Tyrargo Rift
announcements.

# Explain why it's good for the game

It makes the announcement look more realistic.

# 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:
spellcheck: changed "enemy boiler's" to "enemy boilers"
/:cl:
cmss13-ci Bot and others added 29 commits June 22, 2026 06:33
# About the pull request

This PR is a follow up to cmss13-devs#10293 fixing two things:
- I forgot when repeating the for x loop to also apply the `offset_x`
again (for centered Z levels)
- I didn't notice the to_chat was getting sent to the old mob rather
than a possibly force aghosted one

# Explain why it's good for the game

Rather than USS runtime looking like this (formed from 7 images): 
<img width="832" height="544" alt="image"
src="https://github.com/user-attachments/assets/3f5d2fd9-8013-4dd3-b402-ce53af09993c"
/>

It looks like this (formed from 4 images) 
<img width="832" height="544" alt="rawr"
src="https://github.com/user-attachments/assets/fe33cafa-d96a-4ec4-b139-db8aa255ed49"
/>

# Testing Photographs and Procedure
See above.

# Changelog
:cl: Drathek
fix: Fixed a couple errors with the debug mass screenshot verb when
handling centered space levels and ever the mob is force aghosted
/:cl:
# About the pull request

Did you know? You can press Z to clear vines, bushes, and tall grass
really quickly while holding a machete without having to spam left-click
for a few seconds.

# Explain why it's good for the game

Extremely useful but esoteric information like this should be taught to
players.


# 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: Added a tip explaining that in-hand activation with a machete can
quickly clear out foliage
/:cl:
)

# About the pull request

**_Tested, it runs, compiles and works._**

Big thank you to Puckaboo2 for helping me with the shoulder patch
collors and form.
Big thank you to Pointman for helping me with the ranks.

Shoulder patches should be roughly the size of USCMC regular ones.

Does a few things, among them, adds a new framework to Aerospace force:
It changes the ranks from navy to a proprietary one based on the air
force(might be adjusted in the future).

Overview of the rank structure(E1-E9):
Aeroman Recruit 
Aeroman
Aeroman First class
Sergeant
Staff Sergeant
Technical Sergeant
Master Sergeant
Senior Master Sergeant
Chief Master Sergeant

Aerospaceman shorted to > Aeroman
Buck sergeant turned back > Sergeant

_**Officers share marine rank names**_

# Explain why it's good for the game

Adds better visibility for rank and helps a bit with immersion.

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

<img width="414" height="257" alt="image"
src="https://github.com/user-attachments/assets/22b6e695-4261-4979-bb1e-7eb079dae06e"
/>
<img width="409" height="343" alt="image"
src="https://github.com/user-attachments/assets/db890d22-6038-480c-9eb7-05854aac5d40"
/>
<img width="342" height="482" alt="image"
src="https://github.com/user-attachments/assets/321202bb-9c86-4e12-a496-7296b77cf992"
/>
<img width="340" height="479" alt="image"
src="https://github.com/user-attachments/assets/0370dda0-e234-4152-b7b0-891c5773c66d"
/>


</details>


# Changelog

:cl: Itus
code: Rankpins.Dm got every navy rank shoulder patch renamed
appropriately and icon'ed
refactor: Paygrades file got some changes to rank names.
imageadd: adds inventory overlays(which work), Onmob sprites for the
patches and item sprites.
spellcheck: fixed the N36 -> NE6 typo
/:cl:

---------

Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
# About the pull request

big explosions of upper resin walls now correctly destroy the lower wall
too. big explosions bypassed dealing damage for the sake of spalling or
whatever

# Explain why it's good for the game

ther shuld not be walls without upper part


# 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: explosions on upper xeno walls destroy the lower portion too
/:cl:
title

:cl:
server: events sent to sentry are now scrubbed for user PII and ignoring
sensitive datums, procs
/:cl:

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
… free-use. (cmss13-devs#12428)

# About the pull request

If by 00:20 there is no Doctor, Pharma Doctor, Surgeon Doctor, FD, CMO,
Synthetic or Research - then autodoc upgrade disks will be raised on
ASRS.

As well as this, I think it is worth considering removing the skill-lock
on the autodoc but I'm not sure of what roles can and cannot use it and
how those roles are present on lowpop.

# Explain why it's good for the game

This is a contingency for some rounds I see on extreme lowpop where your
manifest consists of:

XO (MAYBE)
Squad Roles

and that's it. You are lucky to have a Corpsman at most, and rounds are
over quickly, but there are some weird anomalies where there's enough
pop for the game to not be Wipe Vs Wipe so you get infected Marines
shipside with absolutely no one around to operate.


# Testing Photographs and Procedure

I added two timers, and set them to 1 minute and 2 minute. I was QM,
then CMO, both checks fired and passed as expected.

<img width="1920" height="1018" alt="image"
src="https://github.com/user-attachments/assets/e56c1b08-cb52-4e7b-8c68-c5fb18533df8"
/>

<img width="1908" height="992" alt="image"
src="https://github.com/user-attachments/assets/02e7c822-ba12-4fcc-a1d3-caf450e352e1"
/>

In 2nd image, as CMO the announcement did not fire meaning it passed as
expected.

Added on: it now wipes the skill lock on Autodocs

<img width="1952" height="1092" alt="image"
src="https://github.com/user-attachments/assets/1df99cbd-3c62-4664-bc0c-8720706db163"
/>

And now it only sends an announcement

<img width="1902" height="996" alt="image"
src="https://github.com/user-attachments/assets/9f9218bd-9c7c-47c7-8885-aa21aa3ecd88"
/>

# Changelog
:cl: DangerRevolution
add: At 00:20, if there is no CMO, FD, Doctor, Researcher or Synthetic
shipside then autodoc upgrade disks will be spawned on the ASRS
elevator.
add: At 00:20, if there is no CMO, FD, Doctor, Researcher or Synthetic
then autodocs will have their Surgery-1 skill check removed. Anyone can
use them in this situation.
/:cl:

---------

Co-authored-by: forest2001 <41653574+realforest2001@users.noreply.github.com>
# About the pull request

This PR simply fixes a compiler error exclusive to 516.1682

# Explain why it's good for the game

Fixes 
<img width="766" height="166" alt="image"
src="https://github.com/user-attachments/assets/776f0d07-612f-40c3-aae6-ba967a58bf40"
/>


# Testing Photographs and Procedure
Compile game on 516.1682.

# Changelog

No player facing changes.
# About the pull request

Adds a Yautja variant of the all in one reagent grinder and replaces the
juicer with it in the hunter ship inside the research room. The Yautja
juicer was renamed to Gibs Juicer (you can suggest a better name) for
the reagent grinder to get its previous name instead as the Bone
Grinder. No spriting changes (juicers and reagent grinders always shared
sprites, even human versions)

# Explain why it's good for the game

If you want to do anything related with hydroponics research, you need a
reagent grinder to be able to obtain the chems from the produce which
the Hunter Ship currently lacks. Also you need the reagent grinder to be
able to obtain some chemicals like the psilocybin to be able to make
certain foods/drinks for cooking.


# 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: Unknownity
add: The Hunter Ship has gained a reagent grinder.
/:cl:

---------

Co-authored-by: Unknownity <a>
# About the pull request

Fixes cmss13-devs#12340

Also fixes a related issue where a gun could be attached to a M56 mount,
where the *anchored mount* already had a gun.

# Explain why it's good for the game

# 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: Antlers
fix: Fixed an issue where a M56D could be attached to a mount that
already had a gun
fix: Fixed an issue where a disassembled M56D that already had a mount
could be attached to another mount.
/:cl:

---------

Co-authored-by: fira <loyauflorian@gmail.com>
# About the pull request
Title
Achieved via checking if the shot_from actually is this XM we're
holding.
Additionally slap a flag on the projectile so we're not sending this
signal uselessly.
<!-- 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 addresses a reported issue, you can include "Fixes cmss13-devs#12345" to
link the PR to the corresponding Issue number cmss13-devs#12345.
For multiple issues you must include the "Fixes" keyword for each, e.g.
"Fixes cmss13-devs#12345, Fixes cmss13-devs#12346, Fixes cmss13-devs#12347". You cannot use multiple
issue numbers with only one keyword.

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
Uhmmmm building stacks from your sentry probably bad.
# 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: Sentry hits no longer count for lever action streaks
/:cl:

---------

Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
# About the pull request

Adds the alert_sound variable to emergency calls. Adding a sound here
will allow response team alerts to ghosts to have a special sound, if
desired. This allows for certain response teams to have unique pings to
ghosts (if so desired) or allows an ert alert sound on otherwise silent
pings.

This PR keeps the vast majority of response teams unchanged (since many
are already accompanied by sounds ghosts can already hear). The only
datum changed by this is the predator alerts, which now has the bracer
alert sound. Forsaken are also silent, but due to their frequency during
hijack they were left silent.

# Explain why it's good for the game

Extra options for response teams allow for certain pings to feel unique,
and allows coverage to normally silent pings. Not knowing alerts are
happening because there is no accompanying sound can be frustrating if
you're looking for it. Many players are alt tabbed when dead and only
tab back in if certain sounds alert the. This should assist that issue a
bit.

# Testing Photographs and Procedure

Changed the youngblood ERT temporarily to clownshoes
Spawned in as a yautja, called youngbloods with no observers. Heard no
sound.
Had a second client join as a ghost and called youngbloods. Heard
clownshoes.
Called many ERT, heart no additional sounds.

# Changelog

:cl:
add: Added optional customizable sound alerts for response teams
add: Predator response team calls now produce a bracer noise alert for
ghosts.
/:cl:
# About the pull request

Updates the Freelancer ERT hostile boarding message, making it clear
when a given Freelancer ERT is hostile to marines or not.

# Explain why it's good for the game

Helps avoid the events of round 34142, where marines weren't at all
prepared for Freelancers being hostile (due to the hostility message
being identical to friendly).


# 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: made the hostile freelancer boarding message more clear in
demonstrating hostile intent.
/:cl:
@cuberound cuberound closed this Jun 23, 2026
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