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i REALLY need to get back to this... |
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ive gotten this to a "mergable" state but imaginos wants this upstreamed, so unsure if ill finish this, maybe after im done with my million projets |
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request turns it from a fully equiped dark gygax to just a wreck Bernard is gonna be pissed.  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game its a little too strong for this ruin im told and we tack decent incentives and systems(keeping the mech around locks up another mission from spawning) to have people not just keep it. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: balance: the "lucky #2" mission is just a wreck and only worth 9k fix: lucky #2 now has the proper index so it doesnt get mixed up with the data retrieval mission /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes/alters a few things: - Connects an air vent that was previously disconnected - Add a suit to medical's suit storage machine (it was missing one post med expansion) - Reorganize the crew lounge to give them back their soda machine and a trash bin <img width="493" height="414" alt="Screenshot 2025-09-16 213554" src="https://github.com/user-attachments/assets/e389463d-c900-43ac-9811-e10b93a5fc01" /> ## Why It's Good For The Game Fixes some bugs, also gives the crew back their mountain dew baja blast to take the edge off alongside the five billion cigarettes. I also missed my trash can.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Hi! Kept you waiting, huh? This PR is in a very long series coming up soon to standardize armor fully into categories that were more or less already typecast before this PR came to exist, as well as just respriting them! The idea is simple! Armors are now going to fall in specific categories: - Normal Armor - Bulletproof Armor - Light Marine - Medium Marine - Heavy Marine Within this category, **Normal Armor** includes the **normal non-bulletproof vests** and the **M10 helmet**. **Bulletproof** will be composed by **bulletproof vests** and the **X11 helmet**. **Light Marine** will be the **light marine vest** and the **X11 helmet**. **Medium and Heavy** will be their **respective armor sets** along with the **riot helmet**. The indie sets have their environmental variant armor semi-restored. This is intended to be a quality of life update for indie mercenary ships, such as the Falmouth and the Raleigh. CLIP now has a regular, basic M10 helmet to go along with their collection of helmets. Inteq now has fully-standardized helmets, and the bulletproof (now properly the inteq X11) no longer hides hair. Nanotrasen now actually has helmets, including a riot one! Finally! Hurrah! Enjoy the fun :) This PR also sets the basis for how things should go pathing-wise going forward. If new armor is ever to be released, please subtype it appropriately from the categories I've shown. Swat helmets have been partially deprecated. I intend for it to be fully replaced by mech pilot helmets with a similar aesthetic as the "althelmet", with a capability of flipping open or closed a flash-proof visor. The base helmet now displays as an error sprite. If you see it somewhere, please replace it with an M10 helmet. This is why I marked this PR as Test Merged Required until I am certain there are no more examples of the base helmet wandering about the codebase. Finally, as for balance changes, **riot helmets now share stats with heavy helmets**, as I intend for them to be used in conjunction with medium or heavy marine armor. Don't fret, they still boast a high melee defense stat, just lower than before, in exchange for a more heavily distributed armor spread! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Standardization is important, and the closer we get to a consistent experience that doesn't unfairly put one faction above the other due to wonky defense stats, the better. Keep in mind however, that this is simply part 1 of the PR. The future parts will involve the rest of the factions. Also any reason for me to play as indies without weeping about terrible, outdated spritework, the better! <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Sprites <img width="320" height="384" alt="image" src="https://github.com/user-attachments/assets/99567678-9f4d-4ca9-a001-f713db7111d6" /> <img width="320" height="128" alt="image" src="https://github.com/user-attachments/assets/3749ceec-ce28-4a6c-b632-bffbc311e422" /> <img width="320" height="512" alt="image" src="https://github.com/user-attachments/assets/0c7613a8-f3ea-4259-9dc0-2aa8e0ce3a9c" /> <img width="320" height="128" alt="image" src="https://github.com/user-attachments/assets/96d7403a-1584-4454-bf83-06e92b86acb0" /> ## Changelog :cl: PositiveEntropy add: Armors are currently being reworked! Indies now have a respectable variety of armors that can have their colors customized! add: Vigilitas and by extension Nanotrasen, now boasts new helmets! add: CLIP now has a proper M10 helmet! fix: A variety of pathing has been retooled and fixed for certain armor sets! balance: Riot helmets are now statistically like heavy helmets! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com>
…(#5375) ## About The Pull Request yea ## Why It's Good For The Game fixes good ## Changelog :cl: fix: Fixes serene hunts error helmet and M10 helmet content overlays /:cl:
## About The Pull Request gives him correct faction ## Why It's Good For The Game fixes good ## Changelog :cl: fix: Makes David a true New Gorlex patriot /:cl:
## About The Pull Request didnt do this a while ago and was informed it was "annoying" ## Changelog :cl: balance: cannabis leaves now have a unique reagent /:cl:
## About The Pull Request Adds bonesetters and surgical tape to medical belts ## Why It's Good For The Game Medical items in medical belts. All the other medical items go in medical belts ## Changelog :cl: balance: Bonesetter and Surgical Tape now fit in Medical Belts /:cl:
## About The Pull Request reduces the chance of it procing brain damage ## Changelog :cl: balance: Mammoth Addiction no longer brainkills you /:cl:
## About The Pull Request Adds the CLIP-MELD Moonbase Ruin, a fuel extraction facility abandoned due to a crystal infestation and reclaimed by the Frontiersmen. Intended to be low-medium in terms of difficulty <img width="940" height="842" alt="image" src="https://github.com/user-attachments/assets/3b7ca90c-bb3c-42f6-b2e5-b87a0b676134" /> <img width="2240" height="1888" alt="image" src="https://github.com/user-attachments/assets/0c1488bb-ea73-4c3b-8937-542ee8372c26" /> <img width="2240" height="1888" alt="image" src="https://github.com/user-attachments/assets/442a2e80-9af9-441a-8b01-24b8cfe072d2" /> Also adds Spitter fronties and space variants for use in the ruin (and possibly elsewhere), with decent chasing and an eight-round burst. Loot includes: - CM-15 shotgun with 3 mags - Mauler Semi-auto with 3 extended mags - Ammo - Single box of pulse slugs - T3 stockparts to operate a drill - Basic first aid - Two CLIP patroller hardsuits - Plasmacutter - Lots and lots of Hydrogen gas - Too many Frontiersmen hardsuits Isolated in the north is a crystal-infested Class 4 moon vein, granting significantly more ice than other Class 3-4 drills yet with less nodes. Crystal-infected fauna are added to the spawn pool there at a low chance. ## Why It's Good For The Game Moon submissions are open, and I've been informed maptainers are looking for a low-medium threat ruin. This is pretty simple to clear, though there is a high-stakes drill in the north for those willing to brave the crystal mobs. ## Changelog :cl: add: Added CLIP-MELD Moonbase ruin add: Moons now can have ruins add: Spitter Frontiersmen /:cl: --------- Signed-off-by: generalthrax <139387950+generalthrax@users.noreply.github.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request sprites by @thearbiber <img width="157" height="160" alt="image" src="https://github.com/user-attachments/assets/febe9050-ff7f-41f2-8399-cdc196b77d1b" /> <img width="139" height="137" alt="image" src="https://github.com/user-attachments/assets/30abd0bc-aec0-48b1-bfd8-d6aa842dd19e" /> ## Why It's Good For The Game Some polymer for the SKM to make it not look too woody for whats supposed to be mass produced ## Changelog :cl: thearbiber, generalthrax add: Two SKM recolours - Polymer and Bright /:cl:
…5335) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Gives the Mission Network app icons on the Laptop & Modular Tablet, which were referenced in the PR that added the apps, but did not exist. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Flavor, plus reminds you that you left the laptop on <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: riquewright imageadd: added missing Mission Network App icon states to Laptop & Tablet /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> 
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request * Adds the emergency distress panel, a tiny panel on the floor of your ship that can send a distress signal. It needs a ship key to function, and there is a cooldown of ten minutes between distress signals. <img height="300" alt="image" src="https://github.com/user-attachments/assets/7a548f88-eca6-4d05-9c38-71c071b40ab7" /> https://github.com/user-attachments/assets/68ae54c8-0d42-4672-ba36-7947710f803e * [Distress signals now get their own scary bad sound.](https://freesound.org/people/edge%20of%20october/sounds/101357/) * Distress signals can now have a message attached to them. * Slight rework of how priority announcement types are handled. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Players should have the autonomy to launch their own distress signals. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: Hyphen, MeeM add: Emergency distress panel soundadd: Sound for distress signals code: Distress signals may now have a message attached to them code: Minor rework of priority announcement code /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request lets it spawn ## Why It's Good For The Game fixes good ## Changelog :cl: fix: Coalition softsuit spawns correctly in black market /:cl:
## About The Pull Request whoops ## Changelog :cl: fix: disconnected cirrus power cable /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request here <img width="653" height="515" alt="image" src="https://github.com/user-attachments/assets/46e745ad-6e10-4443-8c6d-19deef69fd20" /> ## Why It's Good For The Game bla bla bla resprite bla bla bla customization option ## Changelog :cl: add: resprites waistcoats+adds black cowboy hat /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Adds 3 melee weapons Frontiersman Boarding Axe <img width="209" height="227" alt="image" src="https://github.com/user-attachments/assets/cb2ebe83-1a05-407e-9d23-9d4e23ed43b4" /> <img width="152" height="149" alt="image" src="https://github.com/user-attachments/assets/30198817-be27-43c4-9f8b-15e3b462b0ef" /> - Available on Black Market - Good Demolition Mod - minor armor pen CLIP Kukri <img width="194" height="194" alt="image" src="https://github.com/user-attachments/assets/38dfd002-35bd-4113-a791-9c7a3c1185af" /> <img width="129" height="154" alt="image" src="https://github.com/user-attachments/assets/8765e7d1-2e1e-4874-84a7-53e143eebdf6" /> - CLIP faction locked - Fast Slash Speed - Wounding bonus - Decent damage Cybersun Energy Flyssa <img width="271" height="267" alt="image" src="https://github.com/user-attachments/assets/78d367d6-29ac-4012-8cb1-5aaf720232ed" /> <img width="141" height="141" alt="image" src="https://github.com/user-attachments/assets/d299aeb4-7dfd-4f63-9d9b-73a4136436a3" /> - Cybersun/Hardliners - Energy sword but cool - Uses cell component - Great armor penetration - Limited time active - Good Damage - Bad Wounding Adds: 4x boarding axe to tortuga Kukri to Atlas 2x Energy Flyssa to Cirrus/Nimbus/Leyak 1x Flyssa to Banshee ## Changelog :cl: Erikafox, Memesnorfer add: Boarding Axes, Flyssas, and Kukris are now on frontiersman, cybersun, and clip ships respectively balance: minor axe buff fix: cell component no longer tells you you can remove a cell if you can't fix: cell component irremovable cells now work /:cl:
## About The Pull Request Shields no longer block attacks that meet a sufficient AP threshold ## Changelog :cl: balance: Shields no longer block attacks that meet a sufficient AP threshold /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request adds two lines of code in `preferences` to let people select 'None' as a gender to set gender to `NEUTER` Pronouns will be it/its with unrecognized faces being referred to as 'Thing'. Example: Spacy Elzuose Thing if you have a better name for the option in prefs idk scream at me until i change it, just hard to name it with They/Them being 'other' ## Why It's Good For The Game ~~makes ship test 33% more woke with 33% more genders~~ Everything is already set up to let humanlikes use it/its pronouns, they're just not player accessible. Why not let players create characters with these pronouns. More expression for characters is always nice and this just lets people express their characters with a different set of pronouns. Nothing needs to be changed (as far as i'm aware) to let people use these new pronouns as all of the carbon procs in `Pronouns` defaults to it/its pronouns if `MALE`, `FEMALE`, or `PLURAL` are not selected. (I think cyborgs use it/its pronouns, too?) ## Changelog :cl: Goat add: Gender can now be set to 'None' for It/Its pronouns /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request as said in title. newest thing would be the alternate armor, which is actually different. <img width="633" height="381" alt="image" src="https://github.com/user-attachments/assets/7c45d0d6-8d94-4dde-a493-f0f6f2ba174c" /> ## Why It's Good For The Game SRM dont have too much for sprites right now looking at it? Think alt outfits, an actual helmet, and other armor they could buy would be neat for them. ## Changelog :cl: add: SRM trench armor, helmet, gas mask and alt outfits /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request these are named wrong <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request by @thearbiber <img width="172" height="263" alt="image" src="https://github.com/user-attachments/assets/d01b10b6-0ea0-4100-aa4f-71ce899be122" /> ignore my big eyes i had the wrong graphics settings ## Why It's Good For The Game its pretty old ## Changelog :cl: thearbiber, generalthrax add: New burgundy, navy, charcoal suit sprites /:cl:
## About The Pull Request sprites by @thearbiber new overshirt options and fixed like one stray pixel or something on the sports bra (not pictured) <img width="197" height="110" alt="image" src="https://github.com/user-attachments/assets/29c51d8e-7d40-4a67-93b6-e897875ba45e" /> ## Why It's Good For The Game cute ## Changelog :cl: thearbiber, generalthrax add: Added One Piece Swimsuit and One Piece Turtleneck, along with resprited One Shoulder undershirt options /:cl:
## About The Pull Request Adds attachment offsets to various Sharplite and Advantage guns. Also adds attachment slots to many Sharplite guns and the Expedition SMG. ## Why It's Good For The Game No floating attachments. <img width="534" height="512" alt="image" src="https://github.com/user-attachments/assets/173b0831-7566-42ad-a26a-64ec8b25dee4" /> ## Changelog :cl: add: Adjusted and added attachment offsets to various Sharplite/Advantage guns. add: Added attachment slots to various Sharplite guns, as well as the Expedition SMG. /:cl:
…n Volleygun (#5413) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request The Etherbor Volleygun uses the "kill" and "disable" modes, but a kill icon was not made at the time -- this should rectify the issue. <img width="221" height="218" alt="image" src="https://github.com/user-attachments/assets/efec7522-22d2-40bd-9b3d-57fce2a84f9e" /> ## Why It's Good For The Game This is just a minor fix for a mostly unremarkable bug. ## Changelog :cl: fix: fixed a missing ammotype iconstate for the VG line of etherbor weapons /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request - Adds a new Ramzi Clique Ballistic Goggles to the game (sprited by @thearbiber) - Mapped in the goggles to replace current Ramzi ruin ones and added a trickle to ones that didnt (one each to Gunsmith and Rust base respectively) ___ - Touches Ramzi ERT loadouts to use their assets + changes them a little (notably Rifleman actually has a Rifle, a Hydra, and the Demolitionist no longer has HEDP) (stripped bullshit like thermals and zillions of grenades from a few stuff like that) - Touches Simplemob loadouts slightly (notably the space hardsuit variants no longer have gas masks they instead wear goggles + facemask) (you dont need that gas mask shit you have EVA on) ___ - Added Sidewinder, Hydra, and Hydra DMR variants for unsuited, Rust-Red, and Elite mobs respectively. Elite mobs generally shoot one more bullet except for the DMR (i also did in fact remember elites already have a Sidewinder mob) (DMR unsuited is purposefully not bulletproofed like the base hydra one) <img width="143" height="101" alt="image" src="https://github.com/user-attachments/assets/2b56ea55-e386-4fce-9a94-fdf245652463" /> ## Why It's Good For The Game - Ramzi ERT loadouts were a tiny bit outdated - Ramzi helmets support goggles and I thought it'd be cool if they had some - I was told some mappers wanted Ramzi mob variety for ruincrafting so I provided a few Initially was going to grant them green goggles but I think it'd cause a IFF issue with the NGR ## Changelog :cl: generalthrax, thearbiber add: Added Ramzi Clique ballistic goggles to a few ruins add: New Ramzi Clique Sidewinder, Hydra, and Hydra DMR variants for unsuited, rust-red, and elites (non-player facing currently) balance: Ramzi rust-red and elite mobs now have facemask + goggles balance: Rust base and Gunsmith now have Ramzi goggles, existing ballistic goggles on Ramzi ruins have goggles replaced /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Resprites parted, oxton, long bangs and ponytail 5. touches up ponytails slightly because those two had like three pixels that bothered me <img width="501" height="496" alt="image" src="https://github.com/user-attachments/assets/56543037-4330-489c-9e52-578971cbe080" /> ## Why It's Good For The Game more resprites good ## Changelog :cl: add: resprites parted, ponytail 5, and oxton hairs /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request ports tgstation/TerraGov-Marine-Corps#15089 and follow-up fixes you can now push and shove in a direction without having to pixelhunt the valid ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: when on harm/disarm intent, your attacks will hit adjacent targets if you click in their general direction. /:cl:
## About The Pull Request Removes a stray pixel in the sharplite light laser projectile sprite. ## Why It's Good For The Game Rush users rejoice ## Changelog :cl: fix: Removed a stray pixel in the light projectile sprite for Sharplite guns. /:cl:
## About The Pull Request Adds height settings to preferences - better looking height options   ## Changelog :cl: Erika, Thgvr, Melbert, That REALLY Good Soda Flavor, FatFat, AndreyGusev, Soreon, Absolucy add: Height should now look better, with more options in prefs. add: Dwarf mutation should look less horrible. /:cl: --------- Co-authored-by: thgvr <thgvr1234@gmail.com> Co-authored-by: Ms-Mee <rozalinamelilot@gmail.com> Co-authored-by: Ms-Mee <88832933+Ms-Mee@users.noreply.github.com> Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request * Adds a description for the CM-10 helmet. * Removes antennas from all CLIP helmets except the CM-12 (vehicle crewman). * Modifies the CM-12 helmet to use the new M10 sprite. * Adds and maintains existing reskins for all CLIP helmets except the riot helmet. <img width="450" height="348" alt="clip_helmets" src="https://github.com/user-attachments/assets/dfb14370-7fbe-47b9-afd1-aef5adb40c54" /> * Adds Kepori support for the CM-11 (and only the CM-11, since that's the one i could find a base for). Kind of a rubbish change considering the lack of everything else for Kepis in CLIP, but let's hope we can get the ball rolling. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game visual identity <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: imageadd: Tweaked icons and reskins of CLIP helmets /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## Why It's Good For The Game one box is pretty light for a machine pistol that uses a lotta ammo ## Changelog :cl: add: Added 9mm ammo can to the puppis /:cl:
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About The Pull Request
reimplments phones
todo:
Why It's Good For The Game
readds another feature but cleanly and good-ly
Changelog
🆑
add: reimplments phones
/:cl: