26 Commits

Author SHA1 Message Date
Wildkins 04c8e9e78c Lag War Interlude: Fix chat scrolling + other misc fixes (#21855)
<img width="300" height="350" alt="image"
src="https://github.com/user-attachments/assets/d36417c3-7531-4b5b-b1c2-9189501edd95"
/>


Port Monkestation/Monkestation2.0#6171
Port cmss13-devs/cmss13#8492

Hopefully fix TGUI scrolling and also chunks topic messages since
apparently that's a potential issue. No clue if this will have any
impact on chat failing to load.
2026-02-14 02:17:36 +00:00
Kano 22e1d93b39 Adds a new Odyssey map: Decrepit Shipyard (#21500)
## About PR

Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more

### Detailed Changelog
<details><summary>Details</summary>
<p>

- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.

</p>
</details> 

## Images

<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
2025-12-24 13:17:24 +00:00
Kano 47c9f48d5d Misc bugfixes (#21643)
## About PR

- Fixes #21487
- Fixes #21634
- Fixes #21639
- Fixes #21640
- Also turns some comments into dmdocs in touched files, documents some
missing stuff
2025-12-09 16:59:51 +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
FabianK3 1ccfd0a0e7 Persistent trash (#21217)
# Summary

This PR adds trash to the persistence system.

- Trash becomes persistent the moment it is dropped unless it is dropped
in a maint or the disposal room.
- It looses persistence when it lands in a maint/disposal room or gets
picked up again.
- Persistent trash can be found up to three days.

Those are the base rules, some trash types have additional rules.

List of trash to be implemented:

- [x] Basic trash (snacks and such)
  - Cigarette buts
  - spitwad
  - Burned matches
- [x] Broken bottles
- [x] Torn inflatable (-doors)

> Littering is a i120 violation and can be punished with 3-7 minutes of
prison time or with a 40-150 credit fine.
> Stop littering and keep the ship clean.

## Follow-up tasks

- [x] Update GitHub Wiki: Add section on how to add persistent trash
types.
- [x] Update GitHub Wiki: Make persistence_get_content nullable/empty.
2025-09-15 12:13:46 +00:00
Kano f9857ecb1f Fixes Odyssey maps spawning outside of its gamemode (#21305)
To break down the way we handle map spawning logic:

- in `mapsystem/map.dm`, `build_away_sites()` evaluates every
map_template and organizes suitable candidates considering: flags they
bear, if the current sector allows this away site to spawn, etc...

- It randomly picks among available maps via `pickweight()`, decreasing
relevant cost from the total budget

So far why this never caused any problems is, `pickweight()` will never
pick a key with 0 value _unless_ every key passed to this function has 0
value. What was happening here is system runs out of other candidates
before exhausting its budget, leaving only odyssey maps with 0 weight in
the list.

This fix should only affect natural map spawning process, since Odyssey
has its own method on choosing candidates. Fixes #21276
2025-09-04 18:00:48 +00:00
Wowzewow (Wezzy) a45faab183 Michael Wave, Return of Microwaves (#21072)
- Readds microwaves, and most of their old recipes where applicable.
- Resprites the small oven. It was small and ugly and I hated it.

Now, you may be asking, Wezzy - some of these recipes are an affront to
god. Microwaves can't do that.
And to that I say, It's mostly there to be a decent stand-in for small
rinky-dink maps and ships where you can't particularly fit the whole
kitchen suite in a convenient place. It's nice to have a bit of an
asspull in places like these, so.

Also, donk pockets actually become hot and cool down properly again,
now. It only took 15 years. (jesus christ)

Ported from Bay which ported from us.


![dreamseeker_6aMUIkYymn](https://github.com/user-attachments/assets/76c64677-78b2-4a3b-a35a-002b1cfe7cc7)
2025-08-04 12:20:42 +00:00
Wowzewow (Wezzy) 5006e41347 New Lobby Music + Adjust Volume (#20965)
Adds five new songs for Aurora lobby music - no more baseline SS13
stuff!
Also backports the original Title3 for that OG SS13 goodness.

Taken mostly from CCMixter.
Information in licensing_information.txt.

Also, updates the lobby music toggle to be a volume input. Set to 0 to
mute.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-21 10:33:51 +00:00
hazelrat 4d5d2c340e Expands hydroponics temperature/light mechanics (#20890)
This is sorta bulky on the changes since it includes a lot of shuffled
documentation, so I'll try to thoroughly summarise here.

- Introduces 'preferential' temperature and light values to plants. This
means that, while a plant is _within_ 5K and 2 lumens of their ideal
heat and ideal light, they will grow faster than otherwise. In the
current implementation, the base growth is a 15% chance of age being
increased, plus another 15% if you're within preferential temps, and
another 5% if within preferential lumens for a maximum of 35%. This is
intended to incentivise engaging with temperature mechanics to grow
plants with unusual requirements.
- This is different to the existing tolerance values, which instead
check whether the plant is _outside_ of them - if they are, it damages
them. Tolerances cause the plant to die if they're too far from their
ideals, preferences cause the plant to grow faster if they're very close
to their ideals. The range of preferences should always be inside
tolerances.
- To work better with this, the ideals of a few kinds of plant have been
tweaked. Mushrooms, Adhomian plants, and molluscs will all **not** be in
their preferences at room temperature - they will need to be cooled,
which can currently be done in D1 hydroponics. A few warmer plants, such
as sugarcane, will need to be warmed up to reach their preferences.
- None of these will go outside of their tolerances at room temperature
- they won't die, they'll just grow slower.
- Most plants will be within all their preferences without any action by
the gardener.

There's also a few assorted QoL changes to hydrotrays, see the
changelog.

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:31 +00:00
Fluffy 0f145d473e Some rework on the skin.dmf (#20494)
Removed the use of deprecated parameter icon-size.
Uniformed all clients to use fit to screen.
Fit to viewport is automatically attempted at login.
Statusbar is now hidden by default, giving more screen space.
Toggle fullscreen now works as expected, for even more screen space.

---------

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-03-03 21:39:35 +00:00
Fluffy 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +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
Fluffy 0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
Fluffy f26e4a0380 Collapse dmms (#19698)
Collapsed all the multi-z dmm maps into single-file dmms
Moved some of the map geometry into traits
2024-07-27 19:00:57 +00:00
Cody Brittain 8ee205a7aa Add support for item tooltips and outlines (#19154)
This adds support for item tooltips and outlines, if the item in
question is in an inventory and not in storage:

![image](https://github.com/Aurorastation/Aurora.3/assets/1779662/25a027b1-f78b-434c-971e-acd27c98eb3c)

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-22 09:09:12 +00:00
RustingWithYou 6957bc34f1 Blueprints Rework (#18947)
Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.

Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.

Moves eye creation to a component.

Ported from:
https://github.com/NebulaSS13/Nebula/pull/465
https://github.com/NebulaSS13/Nebula/pull/564
https://github.com/NebulaSS13/Nebula/pull/3046
2024-04-19 21:56:26 +00:00
Ben 4bc0ce755e Point Verdant now only spawns when today is a Port of Call (#18670)
* Port of Call Template Flag

* oops

* bitflags

* bitflags but frfr

* I give up + fix

* bitflags again again

* Port of Call Day changes

* remove Horizon check

* small thing :)

* check day directly now

* new proc to check port of call, and possible fix

* Requested Changes

* requested gem changes

* gem gaming

* gemmmmmmmmmmmmmmmmmmmmmmmmmmm

---------

Co-authored-by: Benedict <Ben10083@users.noreply.github.com>
2024-03-24 14:05:10 +00:00
Matt Atlas 57067892d8 Ports the weather system from Nebula. (#18706)
* part 1

* compiles?

* IT WORKS

* vis contents

* fixes

* umbrelloid

* umbrella 2

* dsasdd

* stuff

* lmao

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:05:00 +00:00
Fluffy 0f68816354 Timer subsystem update, second try (#18547)
* sdafsa

* sdfa
2024-02-29 18:30:04 +00:00
RustingWithYou 81ca3c4058 Adds an area flag to prevent turf destruction (#18399)
* point verdant can no longer be vented

* exoplanet

* check if area exists & adds flag to konyang ruins

* Update code/game/turfs/simulated/floor_acts.dm

Co-authored-by: Geeves <ggrobler447@gmail.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Update code/game/turfs/simulated/floor_attackby.dm

Co-authored-by: Geeves <ggrobler447@gmail.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-02-25 20:36:51 +00:00
Fluffy 25dc248979 Updated statpanel and added client pings (#18337)
* SSatlas.current_map

* hardsuit spell tab appears to clear correctly

* sdfsa

* from the moment i understood the weakness of my flesh, it disgusted me

* sdf
2024-02-08 12:29:42 +00:00
Fluffy a63c409241 sdafasdf (#18351) 2024-02-08 12:06:46 +00:00
Fluffy ca6b04e1d7 Updated SSgarbage (#18173)
* pain

* sadfas

* sdfa

* sdfasf

* sfa

* sdf

* might the lord have mercy on our soul

* i cri everidai

* adeste fideles

* sdf

* where will this lead, what's coming next, from your inventions

* dear lord

* gjvhk

* i cri everidai

* fsgf

* sdfa

* sdaf

* hiuhi
2024-01-15 14:08:27 +00:00
Fluffy e867030c2e Update MC (#18112)
* sdf

* fsda

* fuck

* fuck2

* toolz

* sdaf

* sdfa

* saf

* sdfa

* sdfa

* sdf

* sdfa

* temp rename

* temp rename

* temp rename

* sdaf

* the pain is immensurable in the land of byond

* the curse of rah

* safd

* sadf

* sadf

* gf

* asf

* fssdfa

* sfd

* sadf

* sfda

* brah

* brah

* it's easier for you to fix this

* ffs

* brah

* brah
2024-01-06 17:03:57 +01:00