227 Commits
Author SHA1 Message Date
fa7214de3c Adds smooth movement/atom gliding, buffs everyone's speed by 2x. (#21662)
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.

As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.

As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.



https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-02-03 17:17:11 +00:00
Cody BrittainandGitHub 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
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>
2026-02-01 05:14:26 +00:00
KanoandGitHub 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
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
nautandGitHub dfe57a310f New boxes (#21439)
* Thoroughly resprites boxes. They're now more modular and, importantly,
colorable.
* Resprites cardboard, as a material.
* Repaths boxes behind the scenes to be more object-oriented, with boxes
being resorted into their own subtypes. You might notice this in the
gargantuan amount of files this PR changes.

Part of a bigger (yet modestly-sized still) resprites project. Atomized
the boxes bit into this PR specifically so that any conflicts don't
destroy any other spriting PRs.

<img width="652" height="273" alt="image"
src="https://github.com/user-attachments/assets/5590b22d-c9d7-49b5-9adf-0b6e01a6962b"
/>

<img width="383" height="345" alt="image"
src="https://github.com/user-attachments/assets/aab83040-2d5d-4283-b019-3d6bed2e3e47"
/>

<img width="142" height="343" alt="image"
src="https://github.com/user-attachments/assets/75a98d36-0171-4e48-9dec-de5511f35d39"
/>

<img width="127" height="225" alt="image"
src="https://github.com/user-attachments/assets/a1ff8b1b-bd2a-4c0d-b538-32fe401724c3"
/>

<img width="334" height="399" alt="image"
src="https://github.com/user-attachments/assets/e41330ac-ed4a-4e81-a87a-5ba901b47b5c"
/>
2025-10-07 16:59:55 +00:00
juniperandGitHub 8f8c7b1633 adjusts the rest of the himean suits + voidsuit modkit change (#21290)
*The rest of the Himean suits have been changed to match the new ones.
*You can now change an industrial rig straight into a Himean variant, if
you remove the cell, the air tank, and any modules. Previous behavior is
still in, because modkit code is a fucking headache.

<img width="208" height="122" alt="image"
src="https://github.com/user-attachments/assets/ea30d177-73ff-4c13-9b8c-355ccfb1e719"
/>
2025-10-04 20:10:30 +00:00
Casper3667andGitHub 073755c9a1 Allow the hazard rig to be made at roundstart and add sprites for taj/unathi/ipc versions of the combat rig (#21341)
The hazard rig tech levels were lowered, permitting the machinist to
make it without research personnel present. Materials needed are
unchanged. The ballistic protection of it was also buffed to be equal to
the security voidsuit.
The combat rig had new sprites added, allowing taj, unathi and IPC to
also use it.

Done on the request of VeteranGary.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/clothing/rig/combat.dmi | Noble Row (Aurora Station) |
CC0|
2025-09-15 12:01:56 +00:00
74ac32c41b Adds Ceres Lance gear loadout (#21242)
* Added ceres lance gear to the uplink, aswell as a bunker suit
variation with standard hardsuit stats.

<img width="346" height="220" alt="image"
src="https://github.com/user-attachments/assets/27a58828-6f73-439f-8b7d-1e261608f664"
/>

---------

Co-authored-by: Big Rat <lienesica@gmail.com>
2025-08-28 10:37:36 +00:00
5915d7b3f3 The Traitorous Hardsuitening (#21225)
* Added empty versions of most hardsuits as regular uplink items. Most
regular combat ones costing 8 BC/TC same as NT hardsuit, with some
exceptions like breachers and vaurca hardsuits costing 10 TC.
* Added combat actuator module to the uplink. 
* Added BC costs to utility modules in the uplink.
* Hardsuit thermals module cost upped to the cost of regular thermals.

Feedback thread:
https://forums.aurorastation.org/topic/22611-the-traitorous-hardsuitening/#comment-182136
Overall hopefully will make hardsuits easier to get for solo antags,
since they can usually only be bought as part of 35 TC group bundles.
These are also unequipped versions so all modules have to be bought
yourself.

Should also help provide for those factions that don't otherwise have
faction-specific armor outside of paper-thin voidsuits, like Einstein
Engines.

Vast majority of our hardsuits and the ones here are just reskins of the
regular combat hardsuit, with heavy armor stats. The ones that have
higher armor which here are the Breacher, Redsnout and Vaurca suits have
been set to 10 TC to allow buying them with solo group loadouts that are
the only source of their faction equipment. They are relatively powerful
suits, but I hope we can trust people to not abuse them, and if we cant
they can always be made pricier or removed.


<img width="1862" height="788" alt="Screenshot 2025-08-21 212603"
src="https://github.com/user-attachments/assets/711b18c1-4a14-43ed-9edc-614521739072"
/>

---------

Signed-off-by: UltraBigRat <111320234+UltraBigRat@users.noreply.github.com>
Co-authored-by: Big Rat <lienesica@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-08-25 12:36:59 +00:00
8e8e69089c Gives hardsuits to group loadouts that were missing them. (#21207)
* Alot of newer group loadouts were missing their factions hardsuit,
despite that being the standard for most of them, so this gives those to
the faction loadouts that had appropriate ones.
* Also gave the Solarian hardsuit loadout a version with modules since
it was an empty version unlike the other hardsuits previously. Used the
fsf module set for that since their regular equipped version had a pulse
rifle module for some reason, suit itself should still be the same.

---------

Co-authored-by: Big Rat <lienesica@gmail.com>
2025-08-25 12:34:12 +00:00
GeevesandGitHub ca693d0bc1 Falcata Fixes (#21144)
* Fixes Falcata sprite handling and emissives.

Fixes https://github.com/Aurorastation/Aurora.3/issues/21141
2025-08-12 16:29:52 +00:00
VMSolidusandGitHub 9139c0027d Nerf Falcata Speed (#21142)
Yea so apparently the "Parent of all exoskeletons" makes you faster.
Even though all the other exoskeletons in the game have either no or
some slowdown. The falcata is a very chonky armored exoskeleton, so it
should have some slowdown instead of speedup.
2025-08-10 01:23:51 +00:00
6a323856a8 Falcata Exoskeleton (#21077)
This PR adds a new tier 1 exoskeleton to the hardsuit designs. I've been
bothered for awhile that there exist security hardsuit modules available
at roundstart, which cannot actually be used without science first
unlocking combat hardsuits, since normal hardsuits cannot use them. So
this PR adds a new exoskeleton(notably not a hardsuit, it offers no
space protection!), which serves to provide a means of putting those
tier 1 security modules on something, without invalidating the later
combat hardsuits(which are all significant upgrades over this).

Many of these lower tier security modules were essentially invalidated
by higher tier sec modules that would get unlocked alongside actual
combat hardsuits.

The falcata exoskeleton has the same armor values as security's heavy
body armor, essentially meaning its primarily only an upgrade over said
armor in the sense that it lets the wearer use the shoulder mounted
taser module.

<img width="993" height="248" alt="image"
src="https://github.com/user-attachments/assets/68418219-b159-4a4d-92d2-5bbc8476c6ce"
/>

<img width="1274" height="316" alt="image"
src="https://github.com/user-attachments/assets/f77d7810-7b0c-4333-8ec8-5f7575fb4c61"
/>

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| icons/obj/item/clothing/rig/falcata.dmi | noblerow (discord) |
CC-BY-SA-3.0 |

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-06 12:55:42 +00:00
CometBlazeandGitHub 666f35684d Exo-stellar skeletons now start with a storage module (#21089)
Title. Giving up a backpack slot for what is essentially a fluff item is
a pretty big ask. The only real advantage it has over just popping an
RMT pill is the fact it has welding protection, which the people who
typically need it can already get from other items, and that it can
inject dexalin which, although it might come in handy in a pinch,
doesn't justify massively gimping your storage capacity for.
The storage module is still significantly worse than a regular backpack
so there are still some drawbacks to bringing the exoskeleton, but not
the extreme level that it sits at now.
2025-08-05 21:53:16 +00:00
VMSolidusandGitHub 3aa2869f9d More Hardsuit Sounds (#21075)
This PR adds three new variations for hardsuit stepping sounds, which I
had comissioned a sound artist by the name of majormoth to make for me.
I've also set some of the game's hardsuits to use these variations where
apropriate.

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

| sound/machines/rig/rigstep_chonk.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
| sound/machines/rig/rigstep_heavy.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
| sound/machines/rig/rigstep_medium.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
2025-08-03 16:15:44 +00:00
CometBlazeandGitHub ede9f48d18 Adds a colourable exo-stellar sekeleton (#21073)
Adds a colourable exoskeleton offworlders can choose instead of the
current one. It does the exact same things as the standard exoskeleton,
the only difference is that you can change how it looks.

<img width="766" height="576" alt="image"
src="https://github.com/user-attachments/assets/5ee0af71-042c-4249-bd4c-8005cf1cb406"
/>
2025-08-01 19:53:43 +00:00
CometBlazeandGitHub 71af7f3f22 The Great Sprite Unification: Part 1 (#21006)
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.

A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.

A lot of smaller files were also merged into already existing dmis where
it made sense.

Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:

**Backpacks:**
- GD Sacred Icon

**Belts:**
- Fannypack

**Gloves:**
- Gloves
- Single Glove

**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood

**Shoes:**
- Konyanger Gomusin

**Coats:**
- GD Eccentric Coat

**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
2025-07-21 10:33:42 +00:00
b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
FluffyandGitHub c5dabb9cda Armor defines (#20563)
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)

No player facing changes
2025-03-09 21:37:46 +00:00
Snowy1237andGitHub a217abf9ba Fixes the CE hardsuit magboots turning invisible when magboot mode is turned on. (#20538)
See title.

Fixes #18393
2025-03-02 14:07:33 +00:00
67400e0b13 Added a hardsuit for Solarian Special Forces (#19846)
I had this sprite lying around for a potential rework of our Operative
outfits. This might still happen, but with Odyssey coming sooner or
later, I felt it was better to get this implemented now for usage by
storytellers and actors.

![image](https://github.com/user-attachments/assets/fdd391d5-ba3a-4a6c-a4e5-b6f6d0032ddf)

This is a specialized variant of the Vampire hardsuit, for Solarian
Special Forces. The commando variant (the only one implemented) has
deathsquad-tier stats. This should not be used lightly, but as a
definitely and obviously hostile alternative to the Asset Protection
teams currently implemented.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-12-24 12:41:32 +00:00
3c474b70df New TCAF Legionnaire Hardsuit (#19892)
Adds new TCAF Hardsuit 'Legionnaire'. Sprites provided by @NobleRow 


![image](https://github.com/user-attachments/assets/5bd8f347-455d-4a69-91c7-713633ea3a00)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-21 11:36:20 +00:00
LynxSolsticeandGitHub 4a45d5454b Return of the Paramedic (#19125)
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.

also I just like it better.

Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
2024-06-14 21:05:34 +00:00
FluffyandGitHub aeb27e21e1 Fixed vars getting set twice in the same class (#19294)
Fixed vars getting set twice in the same class
2024-06-02 23:13:31 +00:00
482d7fdb9d TCAF Corvette Fixes (#19034)
Various adjustments and fixes to TCAF Corvette, alongside fixing
Deployable Turret.

**This does not fix the issue regarding telecomms(#19033), if someone
knows the cause, contact me.**

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-28 16:57:19 +00:00
Avery MarieandGitHub b18e52b262 Tau Ceti Celebration Event PR (#18981)
This fixes the HAPT shuttle/replaces it and adds the VIP ghost role to
the CCIA spawner for this weekends coming event, and for future use.
2024-04-20 18:13:46 +00:00
nautandGitHub 37d7bda9d1 The Xanu Frigate (#18516)
WIP.

Adds the All-Xanu Spacefleet Shrike-class frigate, a comparatively
colossal warship in service with Xanu Prime's navy. Built for combat, it
has a myriad of features designed to make it stand toe-to-toe against
most enemy combatants.

It features:

- Separate navigation bridge and CIC, a la the Horizon's command bunker.
The CIC has its own air and power supply.
- Redundant thruster nacelles; even if one nacelle is destroyed, the
ship can continue operating on a single one.
- Two fusion reactors. The power required by this thing is just that
huge.
- Thiccccc armor plating and whipple shields made of grating to protect
against meteor and dust strikes.
- A Longbow and Grauwolf.
- A fightercraft shuttle, with a Francisca.
- A boarding shuttle.
- Fully-stocked medbay with operating room.
- A brig.

The ghostrole capacity for this is 7 (6 crew + 1 captain), but has
capacity for all the way up to 15 (14 crew + 1 captain) during events.

The intended purpose of this frigate is twofold: a reduced-power
"patrol" configuration for light skirmishes, and a full-armament
"battle" configuration so that the frigate can act as an offship ERT in
case the Horizon gets into trouble, either against another party or
against the Coalition. If used in its battle configuration it can
support 15 crew at full capacity.
<details>
<summary>Screenshots</summary>


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/8c8ade90-947e-49c8-b710-0997fcf1cb0f)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/c105e515-abf4-42b1-8f8d-d8de5d6692fc)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/e165eb14-6976-472a-b6ab-e243eca9d4ec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b811e586-cb75-467b-ba38-2c737221d69e)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b198b50c-7753-4aaa-839e-eb57a6bcedec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/00029766-664c-41d0-b075-05cdca325dff)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/bf552c19-7c3d-4d5d-b713-916e3e0b2de3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/3d92a57d-bb72-4c53-86de-fe218c5fe439)

</details>
2024-04-14 12:11:08 +00:00
RustingWithYouandGitHub 58f4b508e5 Einstein ERT Rig Armor Changes & ID Fixes (#18888)
The Einstein ERT rigs now use the armor values of the SCC rigs instead
of the (terrible) values of the old NT ones, as well as having the same
initial modules.

Also fixes missing ID access on EE and Zeng ERTs
2024-04-07 19:54:46 +00:00
RustingWithYouandGitHub e636151bb8 Assunzione Voidsuit & Modkit Fixes (#18744)
* yeah

* rad protection

* dme fuckup
2024-03-25 20:07:43 +00:00
RustingWithYouandGitHub c0e2df4a02 Point Verdant ERT-Lite (#18554)
* point verdant ert-lite

* fixes bad outfit

* fixes garage

* fix to existing kasf ert
2024-03-06 07:10:48 +00:00
13cbf1267e Added a new mob and a weapon for Purpose. (#18500)
* extreme measures

* hunter killer

* Adds a new mob and a weapon for Purpose.

* cl

* Update code/modules/clothing/spacesuits/rig/suits/terminator.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Update code/modules/projectiles/guns/energy/scythe.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Update code/modules/projectiles/guns/energy/scythe.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Update code/modules/projectiles/guns/energy/scythe.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

* Update code/modules/projectiles/guns/energy/scythe.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-02-26 08:47:49 +00:00
2295610152 Added two new Xanan hardsuits (#17746)
* Added the Xanan null suit

* CL

* Added the Xanan combat rig

* CL

* Give the Xanan null suit its full name

* Null out species icons

* Fix Light Overlays

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2023-12-27 16:43:39 +00:00
c07340bcf5 Energy Weapon Recharging: The Future Is Now (#17969)
* charge stuff

backpack charging

adds to antag uplink & ert suits

* modules for breachers & backpacks for lizards

* Update code/modules/projectiles/guns/energy.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* requested changes

* hghghuh

* Update code/game/objects/items/recharger_backpack.dm

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>

* variable tweaking

* Update code/modules/projectiles/guns/energy.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/game/objects/items/recharger_backpack.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* recharger for new suits

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Alberyk <Alberyk@users.noreply.github.com>
2023-12-26 02:31:25 +00:00
cadd19beac Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update

* fix that verb

* cl

* fix that

* toworld

* this is pointless

* update info

* siiiiick..

* vv edit update

* fix that

* fix editing vars

* fix VV

* Port the /TG/ globals controller.

* part 1

* part 2

* oops

* part 3

* Hollow Purple

* sadas

* bsbsdb

* muda na agaki ta

* ids 1-15

* 16-31

* 41-75

* bring me back to how things used to be before i lost it all

* the strength of mayhem

* final touches

* cl

* protect some vars

* update sdql2 to use glob

* stuff?

* forgot that is not defined there

* whoops

* observ

* but it never gets better

* a

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Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-26 01:16:02 +00:00
RustingWithYouandGitHub 8e6b4cc633 More Ninja Hardsuits & Gear Crates (#18020)
* ninja hardsuits

but here's the warbler

balance tweaks to bug armor

yeah??? fucker.

we're so back we're so back we're so

and icons

changelog and syntax fixes

guh

* oops

* rig nerf
2023-12-24 23:31:31 +00:00
RustingWithYouandGitHub f99204a3b7 ert extravaganza (#18022) 2023-12-24 11:18:43 +00:00
RustingWithYouandGitHub 156c26b3b0 TCAF Voidsuit & Redsnout Hardsuit (#17953)
* redsnout & tcaf suits

* the suiting, auto-adapt version

* fun lil tweaks

* cl

* oops

* offline slowdown
2023-12-21 12:21:52 +00:00
RustingWithYouandGitHub 71618ca748 Breacher Suit Buffs & Hegemony Corvette Tweaks (#17946)
* breacher modules & equipped version

* changelog and maptweaks

* cl

* fix

* docking

* aaaa
2023-12-16 02:36:54 +00:00
06601c9ec3 Split up and rename var/flags (#17794)
* Split up and rename `var/flags`

* Various fixes

* CL

* Don't rename Phoron Guard phoron preset

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2023-11-22 16:27:51 +00:00
fc76a950a8 Adds some slight slowdown to the FR hardsuit. (#17596)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-10-16 19:26:59 +00:00
FluffyandGitHub 4538e2a7cc Fix indentations (#17481)
* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
2023-10-05 10:15:58 +00:00
39639e95d7 Added NanoTrasen Corporation gear to the uplink for antagonist usage. (#17153)
* Added NanoTrasen Corporation gear for antagonist usage.

Correct description of hardsuit armor value

* Fix Indents

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2023-10-02 12:39:12 +00:00
462115b501 The Pumped Up Kicks Update (#16265)
* The Pumped Up Kicks Update

Shoes. New shoes. Look at them.

* WELCOME TO THE UNDERGROUND

* for the love of crust

* turns out a var already existed for that but was never implemented ffs

* face it you're never going to make it

* these are winter boots

* removes Paradox's Thinly Veiled Fetish

* shiit

* Apply suggestions from code review

* Update code/modules/clothing/shoes/oxfords.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* oops

* fuck this file

* nice balls, bro

* check out how hard i can pee

* pissing on the moon

* caligaeae

* pee pee poo poo man

* fixes

* damn you

* merge fixes

* knees more

* damn you merge conflict

* fix

* fixes 2

* riding boots

* truly, this fixes things

* dammit ctrl s

---------

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
2023-09-13 11:29:03 +00:00
Cody BrittainandGitHub 143a54a77d Expanded Vulture and Gunslinger suit availability (#17145) 2023-08-29 13:14:44 +00:00
ioandGitHub 266634077e Adds New SCC ERT Hardsuits for Admin & Event Use (#17073)
* add new scc ert hardsuits

* changelog

* modifies the .dme

* restricts hardsuits to human only

* edit the changelog

* edit the changelog, part 2

* change dmi paths and hardsuit names
2023-08-19 20:32:35 +00:00
3308daacb6 Canary Tweaks (#16417)
* daw

* awd

* he

* d

* d

* sn

* ss

* womp

* are

* sneed

---------

Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
2023-06-26 17:58:56 +00:00
juniperandGitHub 3f07fb5090 himeo industrial rig variant (#16456)
* adds a himeo industrial rig variant

* unintended behavior- don't you act clever

* kit now works on the rig assembly, not the rig

* removes junk code

* tweaks and fixes 1

* mynah update FEAT. geeves, matt, and atteria

* if it works it works

* for all my FTC homies out there

* fixes the lack of spaces while im here
2023-06-17 20:04:53 +00:00
LlywelwynandGitHub 73ab7640e2 Replaces mentions of the genophage and the Jargon Federation with their superseded names (#16072)
* genophage to X'Lu'oa

- replaces all mention of 'genophage' with 'X'Lu'oa'

* jargon to Nralakk

- replaces all remaining mentions of 'Jargon Federation' with 'Nralakk Federation'
2023-03-23 13:58:12 +00:00
fd65cec7ef Adds Einstein Merc Equipment (Again) (#15799)
* Adds Einstein Merc Equipment

Adds two gear crates for mercenary teams (or an individual) looking to play as Einstein Engines.

The group crate contains two energy rifles, and a heavy bolter. The single crate has one energy rifle. Both come with silenced pistols and themed voidsuits (or a hardsuit in the case of the group crate)

* Minor Syntax Fixes

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-03-01 17:57:55 +01:00
GeevesandGitHub d617b7a171 Industrial Hardsuit Armor Buff (#15802) 2023-02-15 22:15:43 +01:00