From 65ec3553e69666dc5ddce44c1eb8e8b001d6355d Mon Sep 17 00:00:00 2001
From: ss13-beebot <56381746+ss13-beebot@users.noreply.github.com>
Date: Fri, 27 Dec 2024 21:03:59 +0000
Subject: [PATCH] Automatic changelog compile [ci skip]
---
html/changelog.html | 22 +++++++++++
html/changelogs/.all_changelog.yml | 44 +++++++++++++++++++++
html/changelogs/AutoChangeLog-pr-2726.yml | 47 -----------------------
3 files changed, 66 insertions(+), 47 deletions(-)
delete mode 100644 html/changelogs/AutoChangeLog-pr-2726.yml
diff --git a/html/changelog.html b/html/changelog.html
index 85f78ec5b8f..d3bccd6d94b 100644
--- a/html/changelog.html
+++ b/html/changelog.html
@@ -66,6 +66,28 @@
Bokkiewokkie updated:
DeltaFire15 updated:
- Space tiles on midround-created overmap zlevels should behave normally again.
+ - Foam no longer persists infinitely when combined with hulljuice / firefoam (diminishing returns)
+ - Cooking Oil contact damage is now lower / more reasonable (I consider that one a bug for reasons I am not going into detail on)
+ - Love potions do not work on knpcs. (They feel no love)
+ - Several repair sources that bypassed the point of no return no longer do so.
+ - Several AI-related overmap checks should now be more sane (especially not being weird if not on an overmap).
+ - AIs no longer die if the exosuit that is being remote controlled is destroyed. They flash-sever the connection instead. (Assuming core exists and you used a beacon, not the malf override)
+ - To balance out AIs no longer immediately dying if they do not disconnect from a mech early, they now take 33% of maximum integrity in feedback damage if forcibly disconnected from a mech (via destruction). This should preserve at least some involvement in making the decision to disconnect.
+ - AI camera networks should behave a LOT better while remote controlling mechs, ESPECIALLY when taking them to other z levels, fixing a plethora of related bugs (mostly related to static, equipment usage, and so on).
+ - You can no longer set ships to autopilot which never were AI controlled in the first place.
+ - Sabres & Fighters can't buy things from stations anymore (Do it from a big ship instead)
+ - You cannot make Sabres / Fighters within another small craft. Use your time more wisely.
+ - The astrometrics sensors no longer pierce bluespace into other sectors (You'll have to be there to scan those)
+ - Pool ladders can no longer be built infinitely because somebody forgot their doafter mistrust.
+ - Reworked a bunch of NAC code, especially around linkages, bad typing, unsafe stuff.. and so on.
+ - NAC cores no longer preserve linkage when unanchored.
+ - NAC machines no longer preserve linkage when unanchored (at least most of them).
+ - NAC machines can no longer be single-tile stacked (and work) (at least most of them).
+ - NAC machines can no longer be multilinked to several NACs (at least most of them).
+ - NAC machines should now behave better when being destroyed (code-wise).
+ - NAC cores now tell you what is wrong during linkage.
+ - A bunch of maps had their munitions cores changed due to the retyping of them I did because their type was very very bad.
+ - take_quadrant_damage doesn't discard damage anymore if the ship has no quadrants (and just goes directly to take_damage)
Various TG coders from multiple PRs (AnturK, Thunder12345, Fikou, Y0SH1M4S73R, Ryll/Shaps, MrStonedOne, LemonInTheDark, ninjanomnom) - port by EvilDragonfiend updated:
diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml
index 422d1533a62..c449cdf5cfe 100644
--- a/html/changelogs/.all_changelog.yml
+++ b/html/changelogs/.all_changelog.yml
@@ -2215,6 +2215,50 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
DeltaFire15:
- bugfix: Space tiles on midround-created overmap zlevels should behave normally
again.
+ - bugfix: Foam no longer persists infinitely when combined with hulljuice / firefoam
+ (diminishing returns)
+ - balance: Cooking Oil contact damage is now lower / more reasonable (I consider
+ that one a bug for reasons I am not going into detail on)
+ - bugfix: Love potions do not work on knpcs. (They feel no love)
+ - bugfix: Several repair sources that bypassed the point of no return no longer
+ do so.
+ - bugfix: Several AI-related overmap checks should now be more sane (especially
+ not being weird if not on an overmap).
+ - bugfix: AIs no longer die if the exosuit that is being remote controlled is destroyed.
+ They flash-sever the connection instead. (Assuming core exists and you used
+ a beacon, not the malf override)
+ - balance: To balance out AIs no longer immediately dying if they do not disconnect
+ from a mech early, they now take 33% of maximum integrity in feedback damage
+ if forcibly disconnected from a mech (via destruction). This should preserve
+ at least some involvement in making the decision to disconnect.
+ - bugfix: AI camera networks should behave a LOT better while remote controlling
+ mechs, ESPECIALLY when taking them to other z levels, fixing a plethora of related
+ bugs (mostly related to static, equipment usage, and so on).
+ - bugfix: You can no longer set ships to autopilot which never were AI controlled
+ in the first place.
+ - bugfix: Sabres & Fighters can't buy things from stations anymore (Do it from a
+ big ship instead)
+ - bugfix: You cannot make Sabres / Fighters within another small craft. Use your
+ time more wisely.
+ - bugfix: The astrometrics sensors no longer pierce bluespace into other sectors
+ (You'll have to be there to scan those)
+ - bugfix: Pool ladders can no longer be built infinitely because somebody forgot
+ their doafter mistrust.
+ - code_imp: Reworked a bunch of NAC code, especially around linkages, bad typing,
+ unsafe stuff.. and so on.
+ - bugfix: NAC cores no longer preserve linkage when unanchored.
+ - bugfix: NAC machines no longer preserve linkage when unanchored (at least most
+ of them).
+ - bugfix: NAC machines can no longer be single-tile stacked (and work) (at least
+ most of them).
+ - bugfix: NAC machines can no longer be multilinked to several NACs (at least most
+ of them).
+ - bugfix: NAC machines should now behave better when being destroyed (code-wise).
+ - tweak: NAC cores now tell you what is wrong during linkage.
+ - tweak: A bunch of maps had their munitions cores changed due to the retyping of
+ them I did because their type was very very bad.
+ - code_imp: take_quadrant_damage doesn't discard damage anymore if the ship has
+ no quadrants (and just goes directly to take_damage)
? Various TG coders from multiple PRs (AnturK, Thunder12345, Fikou, Y0SH1M4S73R,
Ryll/Shaps, MrStonedOne, LemonInTheDark, ninjanomnom) - port by EvilDragonfiend
: - bugfix: Datums and lists used as keys in assoc lists are now linked in vv
diff --git a/html/changelogs/AutoChangeLog-pr-2726.yml b/html/changelogs/AutoChangeLog-pr-2726.yml
deleted file mode 100644
index 913a9ea1882..00000000000
--- a/html/changelogs/AutoChangeLog-pr-2726.yml
+++ /dev/null
@@ -1,47 +0,0 @@
-author: DeltaFire15
-delete-after: true
-changes:
- - bugfix: Foam no longer persists infinitely when combined with hulljuice / firefoam
- (diminishing returns)
- - balance: Cooking Oil contact damage is now lower / more reasonable (I consider
- that one a bug for reasons I am not going into detail on)
- - bugfix: Love potions do not work on knpcs. (They feel no love)
- - bugfix: Several repair sources that bypassed the point of no return no longer
- do so.
- - bugfix: Several AI-related overmap checks should now be more sane (especially
- not being weird if not on an overmap).
- - bugfix: AIs no longer die if the exosuit that is being remote controlled is destroyed.
- They flash-sever the connection instead. (Assuming core exists and you used
- a beacon, not the malf override)
- - balance: To balance out AIs no longer immediately dying if they do not disconnect
- from a mech early, they now take 33% of maximum integrity in feedback damage
- if forcibly disconnected from a mech (via destruction). This should preserve
- at least some involvement in making the decision to disconnect.
- - bugfix: AI camera networks should behave a LOT better while remote controlling
- mechs, ESPECIALLY when taking them to other z levels, fixing a plethora of related
- bugs (mostly related to static, equipment usage, and so on).
- - bugfix: You can no longer set ships to autopilot which never were AI controlled
- in the first place.
- - bugfix: Sabres & Fighters can't buy things from stations anymore (Do it from a
- big ship instead)
- - bugfix: You cannot make Sabres / Fighters within another small craft. Use your
- time more wisely.
- - bugfix: The astrometrics sensors no longer pierce bluespace into other sectors
- (You'll have to be there to scan those)
- - bugfix: Pool ladders can no longer be built infinitely because somebody forgot
- their doafter mistrust.
- - code_imp: Reworked a bunch of NAC code, especially around linkages, bad typing,
- unsafe stuff.. and so on.
- - bugfix: NAC cores no longer preserve linkage when unanchored.
- - bugfix: NAC machines no longer preserve linkage when unanchored (at least most
- of them).
- - bugfix: NAC machines can no longer be single-tile stacked (and work) (at least
- most of them).
- - bugfix: NAC machines can no longer be multilinked to several NACs (at least most
- of them).
- - bugfix: NAC machines should now behave better when being destroyed (code-wise).
- - tweak: NAC cores now tell you what is wrong during linkage.
- - tweak: A bunch of maps had their munitions cores changed due to the retyping of
- them I did because their type was very very bad.
- - code_imp: take_quadrant_damage doesn't discard damage anymore if the ship has
- no quadrants (and just goes directly to take_damage)