-
Notifications
You must be signed in to change notification settings - Fork 3.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
cham projector fixes/rewrite #27111
base: master
Are you sure you want to change the base?
cham projector fixes/rewrite #27111
Conversation
merg |
mmmmmmmmmmmmmmmmmmmmerg |
@mirrorcult merg |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
someone merg this has been running on deltav for ages no issues seal of approval |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Aggressively ping me if by next week i haven't come around to this one (in the meantime, do access to the components + l + ratio) (also test with multiple clients and going inside/outside pvs range with em if you havent already) (just saw the deltav testing so you are (prob) guzzy)
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This introduces other issues like that the chameleon items dont have interaction outlines and you cant melee them or pick them up, which makes them very easy to spot, also were they always this prone to crashes in debug? i cant fiddle with them for like 5 seconds without getting a client or server crash which is pretty sus.
The general approach is a little odd? It would be better to improve polymorphing to fix the issues it had, tho if you find a way to fix the new issues that isnt jank thats fine too
Content.Shared/Polymorph/Systems/SharedChameleonProjectorSystem.cs
Outdated
Show resolved
Hide resolved
Content.Shared/Polymorph/Systems/SharedChameleonProjectorSystem.cs
Outdated
Show resolved
Hide resolved
Content.Shared/Polymorph/Systems/SharedChameleonProjectorSystem.cs
Outdated
Show resolved
Hide resolved
Content.Shared/Polymorph/Components/ChameleonDisguisedComponent.cs
Outdated
Show resolved
Hide resolved
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
@AJCM-git merg |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
is this real |
yes |
someone merge already its been like 6 months |
About the PR
fixes Chameleon projector allows you to take no space damage when disguised #27099
Why / Balance
🐛 🔨
disguising as something in your pocket is cringe like !pch on prop hunt, randomly turn into something that cant be there
Technical details
being invisible disables verb menu and click attacks but shooting wide swing spacing radiation etc still damage you
Media
popup when trying to disguise as something in your pocket/bag/whatever
Breaking changes
no longer uses polymorph, the disguise entity is now just for visuals
Changelog
no cl no fun