431 Commits

Author SHA1 Message Date
Wildkins e4192f9b8f Lag War Day 5.5: are you serious dude (#21889)
we have a gorillion hard deletions and it turns out half of them are
because we set the "ALWAYS HARD DELETE THIS" flag rather than just like.
fixing the hard delete.

cool
2026-02-21 01:41:50 +00:00
FearTheGabby 62bdf6348e Makes various changes to Vaurca body markings (mecha eyes, mecha spine, hand panels, etc) (#21865)
Summary of changes:
<img width="316" height="722" alt="image"
src="https://github.com/user-attachments/assets/1e6f1de1-0ce7-40a2-bff3-28cf9d6dd8b5"
/>

- Made mecha eye overlays cover the entirety of the eye(s). This means
it won't look wrong (and unusable) if you leave out the faceplates.
- The mecha eyes, mecha spine, and mecha mandibles, now utilize the
recolorable sprite palette, and are all properly colorable.
- The hand panel is now split into the panel itself (uncolorable) and
the light on top of it (colorable).
- The "large" variants of the mecha eyes, both overlay and faceplate,
are removed because they don't look good to the point I haven't seen
anyone utilize them. Happy to reverse if people want to keep it though.
- The mecha chest is now split into the chest itself as well as the
lights, both recolorable.

Not feeling the most confident about this PR due to the recolorable
sprites still looking off to me after applying the palette and general
jankness but wanted to put it out anyway. Any and all advice is welcome.
2026-02-18 16:53:08 +00:00
Wildkins 2e8e10a902 Fixes a Modulo Moment in lobby screens (#21869)
see title

(++index % num_lobby_screens) will only ever get you [0,
num_lobby_screens), which is why it maxes with 1. but that still ignores
the last screen. so instead we just do the smart thing which is to add
+1 after.
2026-02-14 16:46:43 +00:00
Wildkins 3d183d7262 Begin, the Lag Wars Have (#21839)
<img width="700" height="848" alt="image"
src="https://github.com/user-attachments/assets/e0db50af-35db-43c7-b78e-6c1ea5ac569c"
/>

you take a tiny little two year LOA and this happens
this PR hits some large lag culprits:
- UpdateOverlays() getting spammed by human/update_icon. This was 0.85%
of server CPU time during the event. Doesn't sound like a whole lot but
it's insane. 99% of it was caused by sloppy duplicate calls of
update_icon in set_dir (as well as update icon itself!). Refactored to
stop that
- Makes Follow menu update manually, which cuts down on the 2.8 million
REF() calls it made during the event. This was ~1% of CPU time including
ui_data as well.
- Gets rid of a bunch of random runtimes and some lighting-related
harddels.
- NanoUIs now clean themselves up when their owner qdels rather than
forcing the owner to do REF(src) and close all matching UIs. saves us
~0.1% server cpu time! wowza!
2026-02-09 23:20:48 +00:00
Greenjoe12345 30d4de6da8 New Tajara hairstyles (#21334)
Adds several new Tajara hairstyles, copied from existing human ones.
2026-02-07 03:20:56 +00:00
AlaunusLux 24adc2268b Various player greimorian fixes, gives greimorian queen an attack reach of two (#21166)
Most of these are self explanatory. Servants should be able to see in
the dark. They should not speak TCB. The user should get feedback if a
skill fails. The icon state shouldn't be set to resting if the simple
mob AI will take back over (which it does), though I'm not a huge fan of
the way I solved that one - should it be a more generic var like
`should_not_sleep` on simple mobs? Then it would need a typecast as
well.

The first big change here is removing `environment_smash` from the
`attack_generic` proc. As far as I can tell, this variable is almost
entirely deprecated. I only saw one check relying on it, in
`/obj/structure/closet/statue/attack_generic(var/mob/user, damage,
attacktext, environment_smash)`, but when I tried to spawn one it was
invisible, so I assume that is also something that is mostly deprecated.
As such, I removed the variable from the function call, lining its
arguments back up with what the function is expecting. Maybe I should've
done named arguments here, but given that there's only that one function
that expects it, I just removed it.

The second big change is giving the Greimorian Queen reach on its melee
attacks. I was mostly trying to fix the case where the queen can't
attack a mob to its north, due to the mob being covered by the queen's
icon. Attacking two tiles away looks fine when the queen is facing
north, but facing south it looks not great. Directly East and West are
usually okay, though it depends exactly which tile is being attacked.

I did also duplicate a function, which I'm not a fan of. Perhaps
`attack_can_reach` should be made more generic. Let me know the best
place to do that, if so.

I'm not completely sold on adding the reach in its current form: Aside
from the top center 3 and the two furthest east and west, it reaches way
too far without good visual feedback that it can/is doing so, especially
the bottom ones and corners.


https://github.com/user-attachments/assets/a2b95cee-fe2d-4bc6-bf43-2e5b6e2e8f86
2026-02-05 11:33:56 +00:00
VMSolidus a802b48e2a Psi Rework Part 2: Scenes From A Memory (#21736)
The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.

All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.

Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.

I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
2026-02-01 23:29:21 +00:00
Cody Brittain 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
Cody Brittain 05a576167d Ported Taro hair from Citadel Station. (#21709)
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/human_face/hair_multiply.dmi (hair_taro) |
[zeroisthebiggay](https://github.com/zeroisthebiggay)
([Citadel-Station-13-RP](https://github.com/Citadel-Station-13/Citadel-Station-13-RP))
| CC-BY-SA 3.0 |
2026-01-26 14:00:58 +00:00
Kano ba07ebeb30 Fixes AI eye being unable to traverse Z-levels (#21708)
## About PR

Fixes a bug introduced in #21626. I misunderstood the purpose of a check
which was allowing eyeobjects to Z-travel, my bad!

- Fixes #21695
2026-01-14 17:01:07 +00:00
Kano 58570e035a Adds base planning blueprints (#21626)
## About PR

Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!

Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.

Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.

## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
2025-12-19 23:26:56 +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
Batrachophreno 088a71aacd Bugfixes (#21460)
Fixes https://github.com/Aurorastation/Aurora.3/issues/14594
Fixes https://github.com/Aurorastation/Aurora.3/issues/19524
Fixes https://github.com/Aurorastation/Aurora.3/issues/19525
Fixes https://github.com/Aurorastation/Aurora.3/issues/19554
Fixes https://github.com/Aurorastation/Aurora.3/issues/19565
Fixes https://github.com/Aurorastation/Aurora.3/issues/19669
Fixes https://github.com/Aurorastation/Aurora.3/issues/19739
Fixes https://github.com/Aurorastation/Aurora.3/issues/19751
Fixes https://github.com/Aurorastation/Aurora.3/issues/20323
Fixes https://github.com/Aurorastation/Aurora.3/issues/20530
Fixes https://github.com/Aurorastation/Aurora.3/issues/21008
Fixes https://github.com/Aurorastation/Aurora.3/issues/21370
Fixes https://github.com/Aurorastation/Aurora.3/issues/21375
Fixes https://github.com/Aurorastation/Aurora.3/issues/21438
Fixes https://github.com/Aurorastation/Aurora.3/issues/21456

changes:
- balance: "Budget insulated gloves no longer able to be manually
restocked in YouTool (random insulation coefficient reroll exploit)."
- bugfix: "Replaces missing req_access values from D3 Medical Equipment
Storage."
- bugfix: "Emitters can be rotated again (alt-click lock toggling
disabled)."
  - bugfix: "Lights no longer explode when toggled off and on."
  - bugfix: "Langchat images now pop up for untranslated speech."
  - bugfix: "Cyborgs can no longer flip Plasteel Barricades remotely."
- bugfix: "Fixes ghost vision inconsistently toggling when Following
mobs."
- bugfix: "Removes deprecated 'Gender and Pronouns' section from
Appearance Changer (has been replaced by 'Pronouns' section)."
- bugfix: "Offship locations will not print Mining Yield Declarations
saying they're from SCCV Horizon."
- bugfix: "Simple mobs which target their surroundings (destroying
tables windows etc) will not do so if inside a container."
- bugfix: "Newscaster Announcements channel now logs announcements made
by heads of staff."
- bugfix: "Held phoron- or chlorine-contaminated items will respect if
you're wearing a sealed suit or thick gloves (that is to say, if the
gloves provide fire protection)."
  - bugfix: "Fixes runtime in Electrical Storm event."
- bugfix: "Fixes some bounties returning 0 credit reward due to rounding
issues."
  - bugfix: "Removes old fusion debug vars, fixed outdated maths."
- bugfix: "Fixes Horizon kitchen alt fridge being swapped w/ empty
freezer."
- bugfix: "Fixes chameleon projector sometimes turning user invisible."
- bugfix: "You are again able to push an object currently being pulled."
- bugfix: "Command Support roles which start with flash-protective
sunglasses can now also choose them in their loadout."
  - code_imp: "Updates more code comments to DMDocs."
  - code_imp: "Corrects poison/venom for greimorian variable naming."
  - rscadd: "Adds missing fire alarm to Paramedic Quarters."
  - rscadd: "Holomap now respects and displays outer hull structure."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-10-30 18:14:42 +00:00
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

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

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

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

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00
Wildkins bad60b2f67 Revert new lobby ui. (#21494)
Reverts #20467

For some reason, if you put a png into icon() and then show that to a
client, it uses a colossal amount of GPU. No idea.

Reverts to our older lobby system pending TGUI update.

Fixes #21489
2025-10-14 23:04:18 +00:00
ElorgRHG e1226fcd72 M'sai hair fix (#21282)
From changelog:
>bugfix: "Fixes M'sai curly, and diagonal bangs hair styles not having
sprites.
>bugfix: "Fixes M'sai not having the curly hairstyle, while having the
alt variant of it.

`icon_state` did not correspond to the contents of the file.
both curly and curly alt had the same path, so only curlyalt worked
2025-09-05 10:17:54 +00:00
Batrachophreno 790aeafbdf Storyteller admin/mod/fun verb smorgasbord (#20831)
As title: grants STs a small selection of admin/mod/fun verbs without
needing them to have an admin_rank configured on the back end.

I've been extra permissive here on the assumption that Those That Be
will veto anything they don't like. The granted verbs:
	/client/proc/toggle_view_range,
	/client/proc/jumptozlevel,
	/client/proc/jumptoshuttle,
	/client/proc/jumptoship,
	/client/proc/jumptosector,
	/client/proc/Getmob,
	/client/proc/Jump,
	/client/proc/jumptomob,
	/client/proc/jumptoturf,
	/client/proc/check_ai_laws,
	/client/proc/manage_silicon_laws,
	/client/proc/odyssey_panel,
	/client/proc/damage_menu,
	/client/proc/change_human_appearance_admin,
	/client/proc/change_security_level,
	/client/proc/cmd_dev_bst,
	/datum/admins/proc/create_admin_fax,
	/client/proc/check_fax_history,
	/client/proc/clear_toxins,
	/datum/admins/proc/call_supply_drop,
	/datum/admins/proc/call_drop_pod,
	/client/proc/event_manager_panel,
	/client/proc/toggle_random_events
	
This PR is full of _gross code_ but it _does_ work.
2025-08-06 12:43:42 +00:00
Matt Atlas d7706ece53 Bug fixes, init signals for mobs, density updates. (#21108)
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>
2025-08-06 10:18:14 +00:00
Batrachophreno 0e8ea0e3e4 Additional IPC screens (#20986)
IPC screens requested to be PRed by NobleRow, for the consideration of
the sprite czardom
<img width="666" height="93" alt="image"
src="https://github.com/user-attachments/assets/2101c648-100c-44e6-ab25-a1e3ba41485c"
/>
2025-07-15 10:26:11 +00:00
Greenjoe12345 6021ed948f Roundstart broken bones (#20936)
Partial revival of https://github.com/Aurorastation/Aurora.3/pull/19923
(just the broken bones part)

---------

Co-authored-by: Geeves <ggrobler447@gmail.com>
2025-07-10 21:40:00 +00:00
Erki 7b9692be60 Implement forum-user-auth for game (#20875)
Requires https://github.com/Aurorastation/Web-Interface/pull/136 be
merged.

Allows users to authenticate themselves using only the forum. It will
generate a custom ckey for these users in the form of
`GuestF-[ckey(forum-nickname)]`. This will be saved into the database
and will act as a normal ckey from thereon out. These ckeys will be
marked in the player table, to allow for later filtering.

This will also modify the config parameter external_auth to be an enum
of 3 values.

Open questions: can we do automatic linking from purely the game side?
Since upon creation of the custom ckey, it should also be linked back to
the forums.

---------

Co-authored-by: Erki <erki@skullnet.me>
2025-07-10 17:24:29 +00:00
Matt Atlas 1738301ea7 Ports CM's langchat to replace floating chat. (#20818)
Works generally better and will allow for better customization and emote
display.

---------

Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-07-07 23:55:26 +00:00
CometBlaze 18b2d76516 Bishop Screens! + Other Bishop related fixes (#20898)
Breaks the monopoly baselines had over changeable screens by letting
Bishops do it as well. Currently there are only two options asides from
the default, an exclamation mark and a cross, but adding more is fairly
simple.
Also fixes the default face being layered on top of the alternative
heads by restricting what screens are available to each head.
Removes the markings that related to the lights in the alternative heads
as this implementation renders them obsolete. As a bonus, Siseyo and
Sienna lights are now animated!

The new screen options:

![image](https://github.com/user-attachments/assets/68c4a2eb-13f5-4ddb-8afb-9953e599b89d)
2025-06-30 18:02:53 +00:00
Batrachophreno 0cf98c3b18 Two new hairstyles (Punk Shaved, Sidecut Short Left/Right) (#20778)
Adds a short variant of the punk sidecut haircut, just trying out the
sprite editor to get a feel for it/make sure there's no extra tricky
workflow steps for very simple baseline sprites to start with. Unless
there's a place with a list of wanted/needed basic sprites to attack,
will try to think of useful things to make for more future practice.

![punk_shaved_sidecut_short](https://github.com/user-attachments/assets/bff49be0-52ed-4177-aab1-aa83910ab78a)
2025-06-11 09:56:01 +00:00
Cody Brittain 7db461ad73 Offline Authentication Fixes (For real this time) (#20769)
Thanks to harry for pointing me in the right direction here.

The way this worked previously, is that it bypassed the UI
initialization. I ended up moving all of that into a seperate proc,
which is now also called upon logging in with the offline authenticator
(after prefs are loaded).

In addition, I improved the login window. Instead of having a closable
pop-up window (which was only made closable due to a bug with it staying
open), it is now integrated into the game window itself (and I fixed the
bug requiring it to be closable). There was also an unclosed `<body>`
tag which I closed, and all the elements previously sent to the (now
blocked) chat window, instead appear on the window itself.
2025-05-18 00:08:39 +00:00
harry 04bc9fbd13 516 compatibility for browsers (#20652)
this is a bit of

https://github.com/cmss13-devs/cmss13/pull/8646
https://github.com/cmss13-devs/cmss13/pull/8875
https://github.com/cmss13-devs/cmss13/pull/8606
https://github.com/cmss13-devs/cmss13/pull/8607
https://github.com/cmss13-devs/cmss13/pull/8359
https://github.com/cmss13-devs/cmss13/pull/7860
( and thus https://github.com/ParadiseSS13/Paradise/pull/25105
https://github.com/ParadiseSS13/Paradise/pull/25205
https://github.com/ParadiseSS13/Paradise/pull/25363
https://github.com/ParadiseSS13/Paradise/pull/26423 and
https://github.com/ParadiseSS13/Paradise/pull/26433 )
https://github.com/tgstation/tgstation/pull/89766

in order to work properly - using the efficient storage method, instead
of the byond json method - github pages needs to be enabled and built
from the gh-pages branch. because yeah

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-03-26 21:41:18 +00:00
hazelrat a12bba2b3d Removes androids (not all cyborgs, just androids!) (#20577)
Per request of synthlore - you can no longer select the android job
title to spawn in with a positronic brain in a shipbound chassis, and
neither can you manufacture one.

Cyborgs broadly are not removed and are completely playable, but they
must contain either an MMI or a robot circuit. Positronics can still be
installed into an AI core.
2025-03-12 11:33:43 +00:00
hazelrat 6a385d0864 Custom item prosthetics fix (#20462)
This adds a toggle to the equip_custom_items proc to alternate between
it equipping only body-related items, and everything else. These two
toggleable modes are called separately.

This is intended to resolve a bug in live where, if you join in with a
custom item prosthetic leg, your shoes will be automatically unequipped
the moment you join. This seems to happen because custom items are
currently equipped after the rest of the loadout/job equipment, so your
shoes are put on before your custom item leg is.
2025-02-27 13:34:25 +00:00
Wowzewow (Wezzy) 88d2958ecd Updates Lobby UI (#20467)
![dreamseeker_l6iQkKYgId](https://github.com/user-attachments/assets/6e901739-032e-48f3-aafd-d23591f2ad8b)

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-02-25 17:46:34 +00:00
Fluffy 3185c10cf1 516 internal links (#20428)
Convert all (appropriate) links to use the required `byond://` for 516

Added a grep to detect incompatible ones
2025-02-20 22:54:10 +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 f3dab68568 Area tweaks (#20391)
Reworked area changes and power define channels

No player visible changes (hopefully)
2025-02-16 18:53:46 +00:00
pochetoo 5dc9df86d7 Pocheto's IPC Screen Expansion Pack (#20363)
Adds 25 new IPC screens for baselines, most of which are flags of
various nations not already included but with a notable IPC population.
Credit for ipc_himeo (Himean Globe) goes to anthony.albanese on the
discord. @beepbopbeepbop. Thank you.

https://imgur.com/gallery/idris-synthetic-fashion-show-2467-QPz3vU2 for
some examples of the screens (though not all of them)
2025-01-24 12:15:36 +00:00
Matt Atlas eb3bc19014 A lot of bugfixes. (#20358)
- 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 #17739
Fixes #17369
Fixes #19535
Fixes #19166
Fixes #20184
Fixes #20165
Fixes #20164
Fixes #20117
Fixes #19961
Fixes #20231
Fixes #20277
Fixes #20346

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-01-13 22:13:44 +00:00
Fluffy be92376296 Verbs subsystem (#20333)
What it says on the can; now we can better compensate for processing
spikes by queueing and accounting for verb times (assuming we actually
use this framework to invoke the bulk of them). I have added its use to
some of them, more can be ported as time goes on, eventually everything
but the most trivial ones should go through this.

No player facing changes. Hopefully.

Praise be the omnissiah.
2025-01-13 12:17:37 +00:00
Fluffy 457a091d9a Clicks refactor (#20321)
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
2025-01-09 23:04:48 +00:00
Stev-the-third 0ed09887e8 Orion face take two (#20303)
Pressed like one button wrong in VSC and just screwed everything up, can
not be bothered working out how to fix it so I'm just going to do it
again.

![IPC Orion
Face](https://github.com/user-attachments/assets/b3d2a4cc-cb62-4810-99a0-f3c0af16dcdf)

---------

Co-authored-by: Stev-the-third <rose@flurf.net>
2024-12-28 18:22:48 +00:00
Fluffy 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
HanSolo1519 0067510071 Roundstart Organ Scarring (#20262)
Adds organ scarring to the disabilities menu in a similar nature to
#19923, does not rely on code from the Roundstart Injuries PR

Credit to Geeves for the inspiration and help.

![image](https://github.com/user-attachments/assets/c27ab247-f785-4b79-919b-6e39fb94272e)

![image](https://github.com/user-attachments/assets/7f879d88-c1bc-42c7-ab7d-0efb6110128c)

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2024-12-24 12:43:06 +00:00
Ben 27704cc8d2 The Great Unstationing (#20269)
Replaces many references of station with SSatlas variables using
station_name().

Touches alot of things in the process (mostly moving some aspects to
New() to allow for calling of proc/variable.)

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-12-24 12:42:53 +00:00
Stev-the-third c967a296df Slot Machine, Checkmark and Question Mark IPC faces (#20272)
Title.
![IPC
Check](https://github.com/user-attachments/assets/7340e802-c6c1-475a-939b-ebf3addecca0)
![IPC
Check](https://github.com/user-attachments/assets/2bc84c7e-0c3f-44ad-afc9-0b58da2d0843)
![IPC
Faces](https://github.com/user-attachments/assets/8255d1cb-168e-4dc6-a0f3-cfb8c63ef9dc)

Co-authored-by: Stev-the-third <rose@flurf.net>
2024-12-24 12:42:48 +00:00
Matt Atlas 1da20ad33f Adds the Odyssey gamemode. (#18972)
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 <>
2024-11-26 20:18:43 +00:00
CometBlaze ce84659fa5 Adds new hairstyles (#20183)
Adds the following hairstyles to the game:

Gentle 3

![image](https://github.com/user-attachments/assets/ea22258c-8c86-4e0f-b6d8-792027893a79)

Gentle 3, Alt

![image](https://github.com/user-attachments/assets/e459e3c2-7804-474e-946e-26b8cc2ffd1a)

Long Hair, Wavy

![image](https://github.com/user-attachments/assets/0f7694c2-43fa-49fc-aa79-3be03a816d0d)

Surfer

![image](https://github.com/user-attachments/assets/e316ba49-afdf-488a-b9f5-596ac96b4940)

Wolfcut

![image](https://github.com/user-attachments/assets/27aa7e89-6290-429c-96a9-04675037a724)

Wolfcut, Alt

![image](https://github.com/user-attachments/assets/dcf3820c-329b-42f7-b7c9-ee70fdafd44d)
2024-11-21 11:45:20 +00:00
Yonnimer e65d59714b Readds Dionae Setup Options (#20147)
Readds Dionae customization options to their hair and beard options in
the setup.

While I do sorta like the idea of just having them all be body markings,
this came with too many bugs, essentially bricking them in ghostroles
and some layering issues, this just readds most options.

---------

Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
2024-11-11 19:52:04 +00:00
Fluffy 513facdb0d Refactored deletion observables to use the COMSIG_QDELETING signal (#20121)
Refactored deletion observables to use the COMSIG_QDELETING signal
instead, removed the observable.
2024-11-04 21:51:18 +00:00
FearTheGabby 89d5d9ef15 Allows Vaurca Attendants to use hair gradients (#20103)
title

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2024-10-30 21:33:33 +00:00
FearTheGabby 54920cbc76 Allows Myrmidons to select remaining mecha eye body markings (#20106)
title

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2024-10-30 21:33:30 +00:00
Fluffy d40d459d42 Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal.
Some tweaks to the signal.
2024-10-26 15:53:07 +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
FearTheGabby b1c8350a83 Gives mecha eye body markings to Attendants (#20054)
title

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2024-10-20 11:28:46 +00:00