I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.
I have not yet tested this PR.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
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 |
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
## 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"
/>
# Summary
This PR fixes leftover white coloring on open turfs after cleaning them
and improves cleanable decals on open turfs.
- Fixes#21636
## Changes
- Fixes color removal after cleaning open turfs by updating the mimic.
- Fixes cleanable decals not getting auto deleted on open turfs.
- Improves inconsistencies of cleanable decals viewed from above by an
additional mimic update for decal inits.
## About PR
Carries light handling from `New()` to `Initialize()`. Also makes
exoplanet theme generation handle lighting in itself, since it still
didn't properly initialize the light. Gas/temperature property handling
was left out because handling them in `Initialize()` was causing ZAS
active edge issues for exoplanet ruins
I am not entirely sure where the problem occurs, everything runs as it
supposed to in proc call chain. My guess is `New()` is too early for
setting up lights. Upon testing I didn't notice any changes in gas and
temperature assignments in exoplanets, Odyssey and away site maps
## To-Do
- [x] Look into `exoplanet_themes` and turfs affected by it, then find
out why it got hands. Regular exoplanet turfs works fine, it's just this
feature becoming an exception
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535
Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.
changes:
- spellcheck: "Renames 'gibber' to 'autobutcher'."
- code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
- code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
- bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
- qol: "Updated various examine hints."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
**Overview:**
The first huge fuckoff mapping PR for giving the Horizon enough extra
space to be able to comfortably map on it for the duration before NBT2
and not be super cramped (extends aft by 6 turfs).
Includes a SECOND vault to heist at the back of the ship and a lot of
maint area people can repurpose. Notably, this also removes the Xenobio
Hazardous Containment room and the Medical Emergency Storage room
(contents of the latter have been moved). Otherwise, y'all got more
ship.
**Map Images (OUTDATED NOW):**
<img width="2453" height="868" alt="Screenshot 2025-10-16 141649"
src="https://github.com/user-attachments/assets/be9a540d-af92-46b4-b59f-e298204a678a"
/>
<img width="2450" height="940" alt="Screenshot 2025-10-16 141702"
src="https://github.com/user-attachments/assets/b96f3f3e-dd4b-4457-9c5c-1f09f8bb7a00"
/>
<img width="2452" height="895" alt="Screenshot 2025-10-16 141714"
src="https://github.com/user-attachments/assets/9a16e55d-8386-46d9-a3d3-d4e5a0ff6ec0"
/>
**Misc Features:**
<img width="1069" height="685" alt="Screenshot 2025-10-16 141727"
src="https://github.com/user-attachments/assets/89c14f85-f476-4f91-bd02-7c36f36a4418"
/>
<img width="983" height="825" alt="Screenshot 2025-10-16 141736"
src="https://github.com/user-attachments/assets/6b20da20-982c-4ec1-b252-3507f1211e94"
/>
<img width="1382" height="951" alt="Screenshot 2025-10-16 141743"
src="https://github.com/user-attachments/assets/fdfd683d-33a4-47e3-9df8-dec1f9286598"
/>
<img width="2405" height="863" alt="Screenshot 2025-10-16 141803"
src="https://github.com/user-attachments/assets/c539c4bd-4a8f-4326-a30b-5a1d09eca26b"
/>
**changes:**
- qol: "Hugely expands the Horizon's maints and adjusts/expands much of
the aft of the ship."
- rscadd: "Adds a new Vault to Horizon (Deck 3 aft, behind the Gym)."
- rscdel: "Removes Xenobiology Hazardous Specimens compartment."
- rscdel: "Removes Medical Emergency Storage compartment."
- spellcheck: "Replaces a few mentions of 'room' with 'compartment.'"
- spellcheck: "Renames the Bridge Break Room to Bridge Wardroom."
- spellcheck: "Renames the Kitchen to the Galley."
- spellcheck: "Renames the Dining Hall to the Mess Hall."
- spellcheck: "Renames each Washroom to the Head."
Ports https://github.com/tgstation/TerraGov-Marine-Corps/pull/3528
Credit goes to original coders. This PR makes large objects transparent
when something important is behind it.
For now the list of large objects and the things make them transparent
by using this component as follows:
Large objects:
- Trees
- Cranes
- Old shipping containers (new ones doesn't allow anything to go behind
it)
The things make them transparent:
- Mobs
- Carts
- Portable generators
- Nuke
## Images
https://github.com/user-attachments/assets/a4f8ddfc-0fde-4b2d-8bd8-d15e1c6e8e0b
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| code/datums/components/large_object_transparency.dm | nemvar (TGMC) |
AGPLv3 |
## About PR
Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!
## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>
- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.
</p>
</details>
---
### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?
This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.
***This needs to be evaluated by a lore nerd!***
**Possible Sectors:**
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).
<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>
Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.
This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.
To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.
In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.
Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.
</p>
</details>
---
### What does "interactive" part entail exactly?
This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.
Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).
Also most of the functions used in this ruin was made so it could be
used in any maps.
## Images
this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197
and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160
<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>
## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
EDIT: This is complete and no longer a work in progress. I've tried to
make sure that everything is tested and working properly but if there
are issues please let me know.
This away site is intended to be a high risk, high reward, encounter.
I'm also attempting to increase its replayability by incorporating a
number of sections and submaps that will be newly generated each time.
Things added or changed:
- Additional traps and environmental hazards.
- Lava is now more deadly. It used to only set you on fire, now it will
burn you appropriately.
- Minor sprite fixes for uncommon elements for easier mapping; throwers,
step triggers.
- Map and associated files, submap json, landmarks, areas, ect.
---------
Signed-off-by: Evandorf <ej_denton@msn.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
This introduces logic to place starlight onto turfs under
horizon/exterior, and extends that area across the entirety of the
Horizon's EVA areas, to remove the anachronistic darkness that's been
atop the wings up to now. Handling this at the area level was the
cleanest way I could think to implement it.
<details>
<summary>How it looks!</summary>
<img width="954" height="711" alt="image"
src="https://github.com/user-attachments/assets/ef82f1fe-0720-4559-8dca-390bf1ddff4d"
/>
<img width="924" height="878" alt="image"
src="https://github.com/user-attachments/assets/ffa37bd2-7814-42eb-99ae-ebfc1ed1b680"
/>
<img width="917" height="904" alt="image"
src="https://github.com/user-attachments/assets/8b36f9c9-dbe1-4c5a-bb0c-f5080eb359f4"
/>
<img width="953" height="952" alt="image"
src="https://github.com/user-attachments/assets/531724ba-2a19-4ddd-bd31-70a1ebfb4543"
/>
</details>
**Potential problems:**
<details>
<summary>Shuttle logic problems</summary>
To get this working, all of the Horizon's EVA areas have had to be
covered in the horizon/exterior area - which means there's now an area
clash on the south, west, and east shuttle port, which falls afoul of
the current is_valid check for shuttle landmarks. Notably, how this is
mapped also means that an rfloor silhouette of a shuttle is always left
on the Horizon after a shuttle undocks from any of these landmarks.
<img width="864" height="704" alt="image"
src="https://github.com/user-attachments/assets/4fd27d84-8d7c-4ed7-8333-f934a2d77e03"
/>
The problem here is on the mapping, not the logic - it seems like these
areas were formerly excluded from the horizon/exterior area exactly to
dance around this problem. The solution I've taken tentatively is simply
to remove the area check. This doesn't feel great, but I don't think
there's many situations in which it could bite us - maybe on exoplanets?
The only other solution here is to remap the Horizon's docking ports to
not suffer from this issue, which I'm not eager to do. I honestly just
attribute this to being another fundamental flaw of the Horizon's design
that we have to just dance around until we move off the map. I've
documented that it's purely a mapping issue on the commented code
segment, and that once the mapping issue is resolved there's no issue
with an area check.
</details>
- [x] Figure out how to have starlight carry over after a shuttle
departs
- [x] Resolve the Horizon's shuttles being unable to dock with its
docking ports
---------
Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
## About PR
Due to previously being decals, floor plaques weren't able to inherit
their varedited descriptions and be interacted in any way.
Now they can be read, stolen and ~used in self-defense~ occupy a place
in our lives.
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Weird ephemeral behavior. Previous debugging of this never got anywhere
because for some reason, the gravgen var/list localareas would not
populate. Changing method suddenly made zero-g work perfectly: momentum
is back, throwing objects to move in the opposite direction works, etc.
Definitely one for test merge since I'm not sure WHY its working
perfectly again in local tests with this change.
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.
This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.
Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.
Detailed documentation to follow after any adjustments are made to
mappers' preferences.
This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
# Summary
Wall damage visuals had two issue for a longer time.
The first issue is that applied visual damage was permanent and
non-revertable, additionally it was too overwhelming.
The second issue was that the wall damage inspect descriptions ignored
the added health of reinforcing materials, as a result, all wall types
received the same damage descriptions even though their actual health
was different.
## Changes
This PR fixes both issues by fixing the stacking of damage overlays,
refactoring the alpha calculation of said overlays, adding additional
inspect-descriptions and lastly by adding the additional strength of
walls to their inspect calculation.
## Additional notes
Thanks to @Batrachophreno for assisting and suggesting to refactor
visual damage layers calculation.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Remaps the Actor's area of CC to be a little more inviting to players.
There aren't very many tangible changes to the balance, besides that the
areas separated from the rest by glass in the original map have been
removed, the contents of the medical section moved to an open area, and
the number of guns reduced and moved similarly to an open area.
Food and drinks are added as well, for players that want to pack their
lunches, and an incinerator is added so you can incinerate your trash.
Or other Actors, if you want to annoy the ST.
This also introduces a generic clothing vendor, populated primarily with
non faction-specific recolourable clothing items, bags, and accessories,
in addition to the clothes dyer item made for the Golden Deep ship so
you can actually recolour all those items. This is added to every
off-ship antag area.
Very few origin-specific items have been added because adding them would
increase the scope of the vendor so drastically that I feel we would
need a much better UI than the standard vendor UI currently being
utilised. It's not the best possible implementation of a way to give
antagonists access to generic clothes, but a clunky first iteration is
better than nothing.


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
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.
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
- bugfix: "Offships no longer send newscaster announcements."
- bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
- bugfix: "Fixed the foam sword sprite."
- bugfix: "Fixed damaged wall overlays."
- bugfix: "Fixed the INDRA field getting messed up by pointing at it."
- bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
- bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
- bugfix: "The Pull psionic ability no longer pulls anchored objects."
Fixes#17739Fixes#17369Fixes#19535Fixes#19166Fixes#20184Fixes#20165Fixes#20164Fixes#20117Fixes#19961Fixes#20231Fixes#20277Fixes#20346
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)
No player facing changes (hopefully)
Added a bunch of flags for passflags on things that were previously
missing them.
Removed snowflake passthrow var, it's a passflag now.
Updated ClickCross and Adjacency code.
It's now possible to interact with things that are adjacent but
otherwise have a machine (or other appropriate items) blocking them, eg.
think of an APC on the wall with a machine in front of it.
changes:
- rscadd: "Crystal Planet Outpost Update. Adds submaps and exoplanet
generation."
- rscadd: "Cryo Outpost Update. Updates exoplanet generation."
- rscadd: "Away Site Exoplanet Generation Improvements. Allows setting
atmos for all exoplanet turfs on the map."
- rscadd: "Away Site Exoplanet Generation Improvements. Exoplanet turfs
can have light if they are outside."
- rscadd: "Away Site Exoplanet Generation Improvements. Base Turf fixes,
explosions do not turn turfs into space, and destroying or mining turfs
is generally better handled."
---------
Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
**This is up for review.**
- Remaps the Golden Deep ghostrole to be better.
- Includes new uniforms for menial Golden Deep synthetics, and new
Golden Deep voidsuits.
- Includes the clothes dyer, a new item that changes the colour of
recolourable clothing to whatever the user wishes. Adds it exclusively
to the Golden Deep ship, so the merchant can customise their drip as
much as if they were in the loadout, since pretty much all of the newer
GD clothing is recolourable. Works for both the regular colour and the
accent colour.
- Uses submaps for the warehouse.
- A few semi-empty spaces exist right now which will be filled once the
sprites for what's going to go there are complete, particularly in the
great hall.
- The armoury is intended to be pretty strong - it's a cargo freighter
with very valuable cargo, so you have an unusually hard fight to get
said cargo if you board. It contains a laser rifle, a combat shotgun
(with a box of EMP shells, notably, with the idea that the Hoplan should
be particularly good at restraining other synthetics), two energy
glaives, and two pistols intended for the Hoplan. There are also two
machine pistols and two energy carbines, intended for if the Hoplan wish
to arm the rest of the crew.
- Adds the ship to Valley Hale - has the OK from lore, as far as I know.

Fixed monkey cubes under showers from turning the game into Doom 3.
Fixed showers not showering you because of an improper early return on
wet floors.
Fixed blood overlays being wrongly cleared when you shower.
Sonme code improvements.
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
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.
God help me.
PR does the following:
- Adds the Apollo event shuttle we've been using, along with 2 variants
of it, and several other copy/paste-able event shuttles to use as start
points. Also, fluff writing regarding it that's subject to change.
- Adds a pipes guideline to give some guidance on preferred ways of
doing scrubber/supply pipes. Also copy paste ready atmos stuff.
- Adds a ton of industrial flooring decal color presets.
- Refactors /obj/effect/floor_decal/industrial/outline/engineering into
outline/engineering and outline/operations. Replaces all instances of
outline/engineering with outline/operations. This was done because
outline/engineering was using brown as its color, which isn't really an
engineering color.
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.