Merge Upstream 22.06.2026#692
Closed
ss220app[bot] wants to merge 25 commits into
Closed
Conversation
# 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 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:
… Superstrong. (cmss13-devs#12373) # About the pull request Title. Swaps the order of checks so that the check for super-strength doesn't come first, letting regular-unpowered door conditions be checked first. # Explain why it's good for the game Bug fix! # 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: fixed unpowered doors being unable to be opened by maintenance jacks (for humans) /:cl:
|
DNM: Ждем решения по фиксу распространения огня. Видимо, какая-то ошибка есть. |
|
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This pull request merges upstream/master. Resolve possible conflicts manually and make sure all the changes are applied correctly.
Changelog
🆑 cmss13
code: isbanana больше не существует.
refactor: Значительно увеличена скорость распространения огня (от ОБ [орбитальных бомбардировок], огнеметов и т. д.).
add: Крушение Almayer больше не ломает усиленные ЛКП.
code: Изменены некоторые процессы королевы на основу ксеноморфа.
add: Изменена система именования королев: оказалось, что это не было сделано ранее.
code: Переименован var "tier_slot_multiplier" в "divisor", так как предыдущее название было неудачным.
add: Добавлены предметы "шкура абоминации" и "череп абоминации".
code: Добавлен код для удаления объектов "черепа" и "шкуры", у которых отсутствует иконка.
add: Добавлен новый штамм Воина — "Bulwark".
add: Bulwark обладает 600 единицами здоровья, выполняет захваты с минимальной силой 2 и максимальной 5, получает 200 единиц плазмы, +10 к взрывной броне, +10 к обычной броне, но снижает скорость передвижения и получает на 50% больше урона в ближнем бою.
add: Bulwark обладает 4 пассивными способностями: получает на 50% меньше урона от проводных баррикад (5 единиц вместо 10), повышает вероятность прорваться через проводные баррикады и атаковать жертву за ними до 75% при использовании когтей или удара хвостом, получает дополнительную броню — +10 спереди и +10 сбоку — и не испытывает замедления при прямой блокировке.
add: Encased Plates: при активации эта способность снижает скорость передвижения на 1.35, увеличивает минимальное количество ударов, необходимых для сбивания с ног, на +2, уменьшает урон от когтей на 8, в обмен на это дает +10 к фронтальной броне, снижает боковую броню на -10 (суммируется с пассивной способностью), предоставляет иммунитет к попыткам сбить с ног и дает возможность пробивать стены.
add: Plate Bash: эта способность позволяет вам атаковать цель, находящуюся в радиусе 2 клеток (3 клетки включительно), при этом ваша цель будет откинута на 1 клетку с эффектом тряски экрана. Если активированы Encased Plates, способность работает только на соседнюю цель, но она будет откинута на 3 клетки, сбита с ног и оглушена.
add: Tail Sweep: эта способность позволяет атаковать все соседние клетки (включая диагональные), сбивая врагов с ног и ненадолго оглушая их. Если в зоне действия есть граната вместо цели, граната будет отброшена на 4 клетки, и время перезарядки способности уменьшится на 1/3 от исходного, если же задеты и цель, и граната, применяется стандартное время перезарядки.
add: Reflective Shield: эта способность фиксирует направление вашего взгляда, чтобы отражать пули в 50-градусном конусе (от -25 до +25 градусов). Отраженные пули наносят лишь половину своего исходного урона. Шанс отражения 100%, но только при фронтальном попадании. Во время действия способности вы теряете возможность атаковать и помогать (вы можете использовать способности), а также производить перетаскивание объектов. Способность можно деактивировать досрочно, как в случае с невидимостью Луркера. При включении на 1 секунду добавляется 2 секунды к перезарядке. Минимальное время перезарядки составляет 6 секунд, максимальное — 18 секунд. Эта способность НЕ может отражать снайперские пули, ракеты, патроны с защитой от отражения (например, SHARP-дротики), ксеноморфные снаряды и турели.
balance: Исправлены отражающие стены: они теперь корректно отражают пули (используется новый процесс отражения Bulwark).
fix: Исправлена ошибка выполнения при создании пользовательского дыма.
fix: Удалены дублирующиеся солнцезащитные очки из меню лодаута.
spellcheck: Изменён текст "вражеский boiler" на "вражеские boilers".
server: Функция привязки к Twitch больше не поддерживается в игре.
fix: Исправлен баг, из-за которого обесточенные двери невозможно было открыть с помощью ремонтных домкратов (для людей).
soundtweak: Заменен звуковой файл "помехи" Hazmat Joe.
/:cl: