138 Commits
Author SHA1 Message Date
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
7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
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>
2026-01-22 16:54:40 +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
BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +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
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
FluffyandGitHub df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00
FluffyandGitHub 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
FluffyandGitHub 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
FluffyandGitHub 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
9983fca311 Update SSOverlays (ported from Baystation) (#19051)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.

This brings an updated system from Baystation, hopefully with speed
increases.

Should be testmerged, ideally with #18895.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-01 07:46:27 +00:00
RustingWithYouandGitHub 5d67c4d0ad Unathi Guns & Armor (#18692)
Adds several pre-contact Unathi gun designs, some of which currently
accessible through antag gear crates and the Unathi pirate ghost ships.
All gun sprites done by Gecko.

Additionally buffs the generic Unathi armor and Hegemony armor to be
more on par with standard plate carriers instead of just being good at
melee and terrible at everything else, as well as respriting the generic
armor and rewriting flavor text. Armor resprites done by Dronz.
2024-04-01 21:40:28 +00:00
TheStrykerandGitHub cc9b28932c Resprites the Konyang police lieutenant outfit. (#18408)
* Replaces konyang police lieutenant outfit.

* Adds police vest

* adds konyang police vest to the code

* adds changelog
2024-02-16 18:46:09 +00:00
FluffyandGitHub 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00
FluffyandGitHub d8d063edc6 EMP Refactor & Multi Z-level EMPs (#17781)
* sdfasf

* sdfas

* dsf
2023-12-04 19:37:49 +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
Tag114andGitHub 1ffbe26611 Removes PCRC armor vests (#17582)
* Removes PCRC armor vests

* Removes PCRC armor vest sprites

* Changelog
2023-10-15 19:11:33 +00:00
Cody BrittainandGitHub fb63881dc0 Enabled the SCC CCIA roles, and renamed the FIB to the BSSB (#16726)
* Enabled the SCC CCIA roles, and renamed the FIB to the BSSB

Fix incorrect outfit name

* Allowed BSSB Agents to be tajaran, unathi, and skrell; allowed BSSB Senior Agents to be skrell. This aligns with current lore.

* Add BSSB badges (sprites by whitewolftamer)

* CL

* New BSSB jacket sprites, and assorted fixes

* Added CL entry

* Update code/datums/outfits/event/outfit_nanotrasen.dm
2023-09-13 14:06:50 +00:00
RustingWithYouandGitHub 5c31da73ae Honor, Fire, Burn Thy Fear - the Hegemony Corvette (#16261)
* hegemony corvette 1

* hegemony weapons, armor, sprites

* hegemony corvette 2

* hegemony corvette 3

* changelog

* description

* trophy room stuff

* ghostspawner fix

* blast doors

* fixes fucked key

* window fixes

* unit test fixes

* unit test fixes 2

* energy glaive inhand sprites

* new shuttle + extra docking

* vaurca ghostrole adjustment

* extra trophy room stuff + breacher

* file structure tweaks

makes future hegemony ships easier to add

* shuttle sensor suite + iff

* entry points on shuttle

* carpspawns

* plating fix

* nerfs the hegemony energy rifle

* welcome messages

* airlock exterior vent

* airlock tweaks to make it work more gooder

* flag fixes

* more flag fixes

* fixes bz_gorget file (#16282)

* bz_gorget

* fixes bz_gorget file

* shuttle rename for lore reasons
2023-05-07 08:22:14 +00:00
FluffyandGitHub 04d89f212a Singletons + refactor of /datum/observ + refactor of /decl/ into /singleton/ (#15519) 2023-01-10 19:22:14 +01:00
Matt AtlasandGitHub b1869884c1 Revert "Singletons + refactor of /datum/observ (#15487)" (#15515) 2023-01-05 19:21:22 +01:00
FluffyandGitHub 0ddcf0817a Singletons + refactor of /datum/observ (#15487) 2023-01-05 18:41:40 +01:00
Wowzewow (Wezzy)andGitHub e7aabb7e14 Standardised Contained Sprites : Now Atomic (#15142) 2022-12-17 12:28:27 +01:00
Matt AtlasandGitHub 4d3fb12c64 Nerfs 762, 556, midlasers, specialised armour, personal shields and stims. (#15002) 2022-12-01 14:30:28 +01:00
WickedCybsandGitHub 1c1e423af1 Kataphracts: Rearmed and Reloaded (#15108) 2022-11-23 22:00:00 +01:00
Matt AtlasandGitHub 24e733588c Adds some Skrell weapons/armour/uniforms for the Skrell team. (#14490) 2022-09-07 13:42:13 +02:00
Wowzewow (Wezzy)andGitHub 46708ab624 Fixes some Sol uniforms having their uniforms being unable to be rolled (#14243) 2022-06-09 12:03:20 +02:00
WildkinsandGitHub 619d88e613 Replace Aurora with Horizon (dynamically), NT -> SCC (#13940) 2022-05-17 14:19:53 +02:00
Wowzewow (Wezzy)andGitHub 3e8f9e0901 The Uniformity : The Confluence of Conformity (#13773) 2022-05-13 12:08:50 +02:00
GeevesandGitHub 6a41149f3a Bulwark Fixes (#12616) 2021-10-13 21:40:26 +02:00
GeevesandGitHub 8466740d90 Modular Plate Storage (#12463) 2021-09-14 17:46:45 +02:00
nerocavalierandGitHub 10f2b866ea Update armor.dm (#12396) 2021-08-31 17:59:36 +02:00
DoxxmedearlyandGitHub b371016ec5 ED209 Recipe Fix (#12084)
* ED209 Recipe Fix

* message update
2021-06-23 12:52:27 -03:00
GeevesandGitHub e5a34c4f08 Shield Fix (#12074) 2021-06-20 17:32:48 -03:00
GeevesandGitHub fcbeefe7af Infiltration Kit & Overpressure Protection (#11674) 2021-04-23 22:22:50 -03:00
Matt AtlasandGitHub 1e1c25baa5 Nerfs most armor across the board, shuffles guns values around. (#11467) 2021-03-25 16:02:40 +01:00
Matt AtlasandGitHub cc0171f154 Adds plate carriers, restyles all current station armor to plate carriers, turns arm guards and leg guards into accessories. (#11230) 2021-02-21 15:12:17 +01:00
Matt AtlasandGitHub c30cd94024 Reworks armor damage reduction + armor components + more goodies. (#11106)
Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess.

Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
2021-02-14 17:54:45 +02:00
Wowzewow (Wezzy)andGitHub f88fdd706d Wrist Slot (Wear watches with gloves!) (#10951) 2021-02-01 11:12:37 +01:00
Wowzewow (Wezzy)andGitHub aa4206f066 Tweaking Security Outfits (#10508) 2021-01-16 12:51:38 +01:00
fernerrandGitHub b2d333ba94 Adds a Idris windbreaker, makes iru coats contained sprites (#10875)
Windbreaker sprites by sekritsanter from the forums.
2021-01-01 14:14:07 +02:00
flpfsandGitHub 1f9bc76eb8 Balances skrellian voidsuit, balances security vest and voidsuit, EVA RIG can no longer carry toolbox. (#10121)
Skrell voidsuit now has values that make sense since it was stronger than the sec voidsuit.
The normal sec vests have now more balanced armor values.
Changes the sec voidsuits to match the values of the vest.
EVA suits can no longer carry toolboxes in their suit storages, but the CE's suit now can.
2020-10-02 08:54:08 +03:00
AboshedabandGitHub 9f8f41176a Ablative energy armor value increase (#9996) 2020-09-17 17:01:53 -03:00
Wowzewow (Wezzy)andGitHub 2caaaa6f5e Suit refactor, fixes and general cleanup (#9862) 2020-09-07 10:27:33 +02:00
Wowzewow (Wezzy)andGitHub 307c214541 makes w_class use defines (#9848) 2020-09-06 17:37:56 -03:00
Matt AtlasandGitHub 0dd08df5b2 Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702) 2020-08-28 20:47:00 +02:00
CyantimeandGitHub 1a8940bbd8 Adds defines for species and bodytypes (#9707) 2020-08-24 13:59:24 +02:00
fernerrandGitHub b9db49aded CC-zlevel flattening, Antag base refurbishment, bugfixes and more (#9686) 2020-08-19 10:24:25 +02:00
mikomyazakiandGitHub 4de53f1d56 Replaced all instances of armour/armoury with armor/armory (#9593) 2020-08-06 20:57:30 +02:00
GeevesandGitHub 990f178024 HoS Armored Trenchcoat (#9425) 2020-07-25 11:58:42 +02:00