Closed stagda closed 1 month ago
Please input Round ID too in future so i can check logs :(
I think it was Round ID: 19147 or 19148, whichever was LV 522
Please input Round ID too in future so i can check logs :(
Behavior can be seen in quite a few piles in this clip from round 19206
https://github.com/cmss13-devs/cmss13/assets/106484997/a1b0a3e2-1dba-40d1-b35f-bf15453e2ab2
This is so odd... I could swear I've seen it happen on surfaces to but that should be way impossible
damn I tought this is intentional feature, it looks better spread out then when they are all on one same spot looking as one object...
this seems to have been fixed
Testmerges
BYOND Version: 515.1610 Server revision compiled on: 2023-10-19T14:30:56+00:00 Master commit: fb2b136eaab430c47e930afaf9fecca7aaf73434 The following pull requests are currently test merged: #4575: 'Adds discretionary arrests as capital crime' by nauticall at commit 3c52b35869 #4475: 'Adds drawing to tacmaps' by Cthulhu80 at commit 57fce31d61 #4699: 'Hijack Objectives & Self Destruct ' by Zonespace27 at commit 2827e03985 #4337: 'Adds CBRN ERT' by BeagleGaming1 at commit 21a4b02f37 #4627: 'M39 being able to use vertical grip again [BUFF]' by irakligabunia at commit 6d4bb12cf6 #4623: 'Reimplements halloween pumpkin helmets event' by fira at commit 32229a2621 Local commit: 2a4783d57c1f605d2b0e5a630bec86b6bfee4d5e TGS version: 5.16.0 DMAPI version: 5.6.1
Description of the bug
When in piles, certain mortar shells seem to flicker/offset/come to the front randomly.
https://github.com/cmss13-devs/cmss13/assets/106484997/5b3b9131-4eb8-46d6-b877-9c7430ca8e28
What's the difference with what should have happened?
Mortar shells should remain static when dropped in a pile
How do we reproduce this bug?
...
Issue Bingo