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issue holder for the project board
Make it so that pressing shift+e (secondary equip) and ctrl+e (tertiary equip) with an item in hand will make it equip to the second priority slot, third priority slot.
I.e. you have a shotgun in hand, and an open suit slot and back slot. Auto-equip (e) will equip it to the back, secondary auto-equip (shift+e) will make it equip to the suit slot.
The welding mask is bay12 legacy, so are the welding goggles. Try to bring them up to CM standard. Suggested by Thwomper
Create unique sprites for vendors without them.
There are quite a lot of these, mostly job equipment ones.
Use colour matrices (I believe this is what they're called) to alter the game window (and sync up with tgchat colours) to make a dedicated set of colourblind modes for deuteranopia, tritanopia, et cetera.
You can find an example of colour matrix implementation in the disco_fever goggles item
All comms relay inserts need to have their areas be the same as the area they are being placed into and use that area's APC unless the area is outside/APCless.
The shuttle_controller should be stripped out, any any remaining usages of it should be moved to TGshuttles
This includes uses on maps, and the cargo shuttle.
this can be copied from tgmc (probably)
Nearly every single botany sprite is legacy bay12 stuff. Seed packets, plants, fruits, the lot of it. Bring it up to standard.
The basic idea behind future Research is to build Machinery that will provide a service to Marines such as creating new items, or modifying existing items.
Research is not meant to be a stim only producing factory.
To build these machines, a certain amount of various Research materials must be retrieved, generally Xeno related materials.
Once a machine is built, a reasonable amount of a specific material can be fed to the machine to perform a certain process, like modifying armor or weapons in a specific way.
Refer to milestone:
https://github.com/cmss13-devs/cm-roadmap/milestone/4
Rework how survivors currently spawn in and get in contact with each other, this should helpfully make the survs save time and be able to organize better.
Making the survs spawn in as teams.
Different pre-set teams survivors can be.
Revive the MR or create a new PR that allows people to carry and automatically climb ledges when they walk into them.
https://gitlab.com/cmdevs/colonial-warfare/-/merge_requests/1912
Communication devices that allow for almost all access to every comms network are too prevalent currently and they need to be cleaned up some.
Command and cargo tech headsets need to be removed from lockers outside of armories.
The following roles need a look at their comms accesses (likely removal of in-built squad comms):
DCC
PO
CT
MST
CL
VC (if ever re-added)
For example, map merger needs to be updated to the latest revision from /tg/ and so forth.
In addition to getting all your attachies, requisitions should be a vital part of a round loop. Scarcity should be increased, both medical and supplies, with requisitions focussing on getting supplies to different points as quickly as possible. Should not be possible to fund an entire round worth of ammo from prep, but people should be able to get a gun + ammo as they need as starters.
We might want to stop having a single budget, and instead have budgets per squad and department, with department heads/squad leaders(/RTOs) having the ability to place orders, with requisitions having to send it.
Create and expand the Nightmare insert system to more maps and create new inserts that tell a story, change layout or expands upon current maps.
Make sprites for synth-graft - a version of surgical line that heals burn damage only.
Sprites are required for the majority of it.
We have uniforms, hoods, vests, gas masks.
We will require guns and more detail is always welcome.
DM Morrow#1453 for the above sprites.
We'll need to code in the above sprites.
An ERT will need to be set up as well as equipment sets.
We want an OWLF ERT to respond when a predator body or gear is brought aboard and catalogued in research for intel points.
Alongside this we want to integrate thwei further into research in some way. Gear should give intel points. Incentives for marines to bring predator bodies and gear shipside to study should be expanded on given the OOC known risk of predators boarding to retrieve gear/bodies.
NEEDS TESTING NOTE: This will need to be tested and feedback gathered about how it ends up playing out before a merge of the idea can be guaranteed, however, it is desired.
Nerf how effective medicinal chems are, and add depth to physical treatment. Readd infections, disinfectants to deal with it. Make suturing more important to close wounds, bleeding should be stemmed with stuff like haemostatic granules, other compressive haemostats. This should be given to medics + a limited supply in pouches to PFCs to stem rather than treat wounds.
Properly treating wounds should be done by medics. Major trauma - like bonebreaks, IB - should be reserved for doctor surgeries.
Allow medics to do some brutal groundside surgeries, like amputations, in the event of major infection to a limb.
Remaining NanoUIs:
A hell of a lot of food uses legacy bay12 sprites, bring it up to standard
As title says, convert instances of tgui menus to radial menus where it can easily be done so (the items have sprites, do not use a convoluted method of picking the option, etc)
Remember to ensure that if the client has the no_radials_pref it shows a tgui list instead.
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