20 Commits

Author SHA1 Message Date
Cody Brittain 9b5f89a717 Ports Turf Fires (#21659)
Adds turf fires (ported from Baystation, which ported them from
Shiptest), which are now used instead of ZAS fires for fuel decals and
flamethrowers. They also supplement ZAS fires in especially bad atmos
fires.

This makes flamethrowers and related objects more suitable for AOE
denial, rather than cooking the room (including yourself). They still do
the latter, but less so than a gaseous fire.

To make flamethrowers actually useful against them, simple mobs now take
brute damage when on fire.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| sound/weapons/flamethrower/flamethrower1.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower2.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower3.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower_empty.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| icons/effects/particles/smoke.dmi |
[rye-rice](https://github.com/shiptest-ss13/Shiptest/commits?author=rye-rice)
(Shiptest) | CC-BY-SA 3.0 |
| icons/effects/turf_fire.dmi | CM Dev (cmss13) | CC-BY-SA 3.0 |
2026-01-31 01:41:11 +00:00
Cody Brittain e300cf9bbf Repaired several effects. (#21711)
Fully fixes #21686, as well as other assorted issues caused by #21458.


![dreamseeker_ACcsHOw9m3](https://github.com/user-attachments/assets/cceb66b8-a067-4aba-aa41-5bfd4784a37a)

![dreamseeker_ihjvvcZmzH](https://github.com/user-attachments/assets/abaecb2e-d156-47af-8482-c7ad85a49cf4)
2026-01-14 06:57:47 +00:00
Matt Atlas 94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00
Matt Atlas 1738301ea7 Ports CM's langchat to replace floating chat. (#20818)
Works generally better and will allow for better customization and emote
display.

---------

Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-07-07 23:55:26 +00:00
Matt Atlas 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
Batrachophreno 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
Cody Brittain 0782d0f29c Balloon alert improvements (#20798)
Updated balloon alerts with the latest changes from tgstation.
Improvements include a new plane for them, and their duration changes
depending on their length.

Unfortunately, since they were added, they have been abused for really
long text that is difficult to parse in-game (by myself included).
Balloon alerts are useful, but they are not smoking guns and have
limitations due to their lack of persistence. I have clamped down on
their abuse in favor of the standard established by tgstation, [seen
here](https://hackmd.io/0Cvr4hpcTe-KI6SbgfUWtw#balloon_alertballoon_alert_to_viewers).
We lack updated runechat so I will not propose this be a fully
implemented standard at this time, but I have cut down all existing
balloon alerts to size.
2025-06-11 09:52:13 +00:00
Fluffy 08b82baea4 516 Renderer update (#20579)
Updated the renderers to work with BYOND 516.
Some update of ZAS to hopefully be more efficient, and cold/hot air
effects.
Gas effects are now less prominent.

Ported from Bay
2025-03-22 11:20:21 +00:00
AlaunusLux 8a20610ce8 Bodybag and buckling layer fixes (#20174)
This PR is mostly about fixing body/cryo bag layering issues. 

Currently live and annoying to try and treat around:

![image](https://github.com/user-attachments/assets/b867af9a-8ab1-42cc-8503-bb252a3a86c7)


Currently, bags are are below roller beds when first deployed. If
buckled and unbuckled, they are then above, because of the + 0.1 on
buckling.

If buckled on a roller bed, dragged, and then unbuckled, they are then
above player mobs, because of the `layer + 1` on roller bed `Move()`
proc, which also doesn't get reset. I removed this +1 on Move() because
it was older than the +0.1 and seems to serve the same purpose.

The +0.1 did not have a method of reverting to the original buckled
atom's layer, so I added a var and check to handle that.

I also changed bullet casing's layer to `BELOW_TABLE_LAYER` with the
intent of not having them on top of stasis bags and roller beds, because
it causes issues as someone trying to treat wounded after a firefight.

Changing bullet casing's layer does have a consequence of putting
bullets underneath, for example, the soil in the public garden. Putting
the soil on `BELOW_TABLE_LAYER` would fix this, but with the consequence
of having the bushes be on top, making clicking the soil difficult for
farming purposes. Adding bushes to that layer causes consequences with
side window layering (like on deck three outside the public lounge.)

For this PR I only adjusted the bullet casing layer. I'm sure it has
other unintended layering interactions. Let me know if it would be
better to leave them where they are or on some other layer.

Current changes in PR: Bullets under soil/roller beds/stasis bags. 

![image](https://github.com/user-attachments/assets/b56b768f-b9d6-4aca-ad2a-cfc30fe6e66a)


(Example of why making bullets on top of soil is difficult) Screenshot
shows both bullets and the soil being `BELOW_TABLE_LAYER` with bushes on
top, as a reference. PR Currently has bullets underneath soil.

![image](https://github.com/user-attachments/assets/8cbf4b6d-8023-4138-86f1-f4cac106f647)
2024-11-24 17:42:33 +00:00
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
naut d63d63d78c Visual / layering fixes (#19547)
Package of a few visual changes to make things prettier-er. Also added a
helper for mapping purposes.

  - bugfix: "Carpets now show proper edges again."
- bugfix: "Fixed layering of several map items, like disposal pipes,
that were previously buried underneath turfs in the map editor (and were
invisible as a result)."
- bugfix: "Fixed observer sprites occasionally going underneath certain
objects. Their layering has been fixed."
- bugfix: "Reinforced plastic tables now show up correctly in the map
editor."
- rscadd: "Added a special 'lock' door helper that automatically locks
doors underneath it so mappers don't have to edit variables/icon states
manually."


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/53d97049-0104-491a-9a56-4d677afec536)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/a26c9cf6-1ea9-4654-bc5c-954c878efda3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/6dbee17e-6a24-4cc9-b194-4c46530020be)

Fixes #18762 
Fixes #18840 
Fixes #19101
2024-06-29 09:02:23 +00:00
Sparky eff6ca9a7b Expedition Fluff Expansion - Tents & Sleeping Bags (#19362)
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.

Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.

Adds foldable tables, for setting up on expeditions.
2024-06-19 19:51:25 +00:00
Fluffy 9acce89e2a Weapons Racks (#19338)
Added weapons racks, can be locked/unlocked with an ID card.
Added weapons racks sprites, from Wezzy.
Refactored some circuitboard code, moved the defines, applied the
defines, DMDocs.
Moved mutable appearance appearance flag set to the mutable appearance
file.
Reorganized the Horizon armory with the weapons racks, moved things
around, put down markers on lockers depending on the danger level of
their content, reorganized content of the remaining lockers.
Made weapons racks constructable with circuitboards.


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/8b4ec7ae-40c4-4cd7-b338-76120d468b90)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/a69d1f85-c4b2-4643-af2b-6832e3ea2c43)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/11c1afe4-0fa1-4708-8eb4-64e1f5594913)

sound/items/metal_shutter.ogg -
https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was
edited)
2024-06-09 17:07:52 +00:00
Fluffy 174bdf9d8c Added rotating alarm lights (#19240)
Added rotating alarm lights, ported (with modifications) from Baystation
12.
Cleaned up some code around visual flags and renamed one layer to align
with bay's name.
2024-06-08 16:47:43 +00:00
Fluffy 1e2fc585e7 Fixed background inventory screens not being clickable (#19284)
Fixed background inventory screens not being clickable.
Clicking on a storage item that is already open now closes it.

Fixes #18880
2024-05-31 21:18:56 +00:00
Geeves fce5368a82 Synth Eye Emissives (#19197)
* Synthetic eyes can now glow in the dark. In character creation, when
selecting the brand of the eyes, select Unbranded Emissive.


![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/4a3b1bbf-90da-4e58-8030-e423882e3027)
2024-05-28 20:55:38 +00:00
Cody Brittain d95734c606 Emissives (#18895)
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.

The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-12 20:51:45 +00:00
Geeves 48cdec5c04 Fix Sofa Armrest Colors (#19037)
* Fixed sofa armrests being the wrong colour.
2024-04-28 16:57:04 +00:00
Cody Brittain c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +00:00