Adds two new hairstyles, Bobcut, overye and Diagonal Bangs. Humans and
Tajara get these. This is ported from a PR on CMSS13 and has some
preview images there if you'd like to see how it looks.
https://github.com/cmss13-devs/cmss13/pull/7304
All credit to Ansekishokuu. I've only done a straightforward port. In
the case of Tajara, some adjustments were made to better fit for them.
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Co-authored-by: WickedCybs <wickedcybs@gmail.com>
* You can now view your custom items from within the loadout.
Also implements the framework necessary for custom items to be limbs,
and to automatically replace the limb it's meant to replace.
Implements the Aut'akh arm mentioned in this request:
https://forums.aurorastation.org/topic/21092-gracias-autakh-arm

Basically, Attendants are now a subspecies of Warriors instead of a
subspecies of Workers, meaning they carry most of the traits over from
Warriors aside from the ones that have been modified by me. They also
have a unique appearance that should still work with Vaurca clothing,
instead of needing adjustments a la Bulwark. Hopefully, an acceptable
alternative to the Attendant subspecies that was previously offered in
#17550.
@desvenlafaxine
* AIs can now dress up their preview mob.
* Cyborgs now have the cardboard outfit in the loadout again. You can
toggle it by deselecting the job suit and hat options.
* Job suits are now hidden correctly when the job suit is deselected.
https://github.com/Aurorastation/Aurora.3/assets/59633984/76c7c7a4-fa06-457c-bf8c-0a9bda733f49
Basically, uses the species' list of skin color presets, if any, to add
a button for body markings to select the same presets. This is only
really useful for Dionae at the moment, or at least I imagine so. Skin
tones and hairstyles were also removed from Dionae, as figuring out how
to add selectable tone for body markings was too much of a hassle and
adding presets for hairstyles as well seemed redundant. I was thinking
of adding a "random body markings" proc to resolve the issue of newly
formed gestalts not spawning with any hair, but let me know if this is
desired.
I discussed this with the Diona lore maintainer beforehand, but the team
is free to change their mind or request more features at any time.
Refactored Life() to receive seconds per tick and times fired as
parameters.
Life() now cannot be slept in, turned various sleepings into async calls
procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid
stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if
dead.
Removed the gelf logging infrastructure.
Refactored the various logging procs to be a direct call in light of the
above.
Removed ancilliary UDP related things.
From
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/6109
To address the elephant in the room; yes, these are reference hairs. I
think they should get in anyway because they look good, we don't have
enough good hairstyles, and we literally have Vegeta hair titled
'Vegeta' ingame already. I can rename them if you suggest new names, if
that is preferred. I just couldn't think of any.
Accidentally deleted the branch. Oopsies! Old PR:
https://github.com/Aurorastation/Aurora.3/pull/19204
Standard examination was in an examine box. This makes it so fluff
examines are also in a box.
Fixes#18438
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
Cleaned up the examination code a bit, added signal for atom
examination, DMDoc'd, SDMM headers.
Refactored mech missing parts code to be included in the examination.
Moved atom examine code to a separate file.
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.
The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
* Added hemophilia and major hemophilia to the disabilities list. The
former will cause wounds to bleed for twice as long, while the latter
will cause wounds to bleed forever.
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.
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.
Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.
Moves eye creation to a component.
Ported from:
https://github.com/NebulaSS13/Nebula/pull/465https://github.com/NebulaSS13/Nebula/pull/564https://github.com/NebulaSS13/Nebula/pull/3046
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.
This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.
Relies on #18741
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Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Fixes some of the issues described in #18876, namely:
- Hoplan using the wrong markings and having the option to add lights
- Markings not applying to the hands when selecting the "Primary Color"
option
- Torso and arm markings not being selectable
- Markings being lighter than the selected colour
Additionally, makes it so the "Primary Color" option doesn't add a head
marking to avoid applying the default TV head marking to the alternative
heads.
New IPC heads can be selected by changing the head's prosthetic type, as
you would with a robot limb. All sprites by Noble Row.
Relevant to everyone else, this PR adds functionality to whitelist
sprite_accessories to certain prosthetic types, so you could
theoretically add Bishop-only markings for humans.
To-do:
- [x] Facial hair sanitization so that selecting a new head properly
removes the screens.
- [x] Marking sanitization so that selecting an invalid head for the
markings resets them.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* Re-adds the message of the day.
* Re-adds the MOTD and adds mechanical support for ports of call.
* sddsds
* Destroy it all!
* incorrect info
* grammar and shit
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
* first reordering, committed in case i fuck up badly next
* from the moment i understood the weakness of my flesh
* sdafa
* you asked for this
* we can't have nice things
* sdafasdf
* sdafasd
* sdfa
* fsa
* worth a shot
* more pain
* sdfasdf
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf