527 Commits
Author SHA1 Message Date
BatrachophrenoandGitHub 8111a8489b Restore many missing inhand sprites for items, add/port others (#21831)
Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:

1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.

2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>


3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>

4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>

5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
2026-02-17 17:51:22 +00:00
VMSolidusandGitHub 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 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
BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
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.
2026-01-27 08:44:49 +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
VMSolidusandGitHub d5c9204b78 Psi Rework Part 1: The Miracle and the Sleeper (#21584)
<img width="1701" height="292" alt="image"
src="https://github.com/user-attachments/assets/db1dbc50-1a6a-4549-b9e5-b838ec62f849"
/>

**This is but one of several PRs as part of Project Anabasis, and is a
necessary building-block for a Traits System and a Skills System**

This PR was essentially prompted by recent lore changes to Skrell that
weren't yet existing in the game, so I'm kicking off this as a PR to
start a series of more meaningful psionic reworks. With a focus on
Components and Signals as a way of dramatically increasing the systems
interactivity of psionics. With this PR, mobs have an effective
"Psi-Sensitivity" that can be checked by psionic effects, and influence
a wide variety of interactions.

Psi-Sensitivity is calculated based on a Signal interaction, whereby
multiple responding sources have a chance to respond to the signal and
influence the end result of the calculation. For now there still remains
a cutout specifically for owners of a Psi-Complexus(Which is just Skrell
and Antag Psions), who have a bonus to the psi-sensitivity check equal
to their PSI-RATING. That being 1 for Skrell, and 2 for antag psions.
But eventually in the future this should be replaced with a standalone
component separate from the concept of "Sending"

The other common sources of sensitivity currently are the Psionic
Receiver implant, MindShield, and Mind Blanker implants. With Psionic
Receivers giving a bonus to psi-sensitivity, and the latter two giving a
penalty to psi-sensitivity. Both MindShields and Mind Blankers are now
unified in how they interact with psionics, both using the same system
of Signals without a hardcoded check for the mindshield.

As an important distinction to make, Psi-Sensitivity is NOT the same
thing as being Psionic. Actually Psionic characters like Skrell have a
big bonus to their sensitivity. It's more a measurement of how receptive
a character is to Receiving (separate from Sending) psionic influences.
You can actually be capable of using psionic abilities, but have a
sensitivity of 0, effectively meaning such a character can "Send but not
Receive" psi influences.

- [x] I have tested this PR and have verified that it works, you're
welcome.
2025-12-12 09:01:08 +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
1af71a7c45 Unfuck shields by not making them process a huge list constantly. (#21428)
Ship shields currently occupy something like 40% of every machinery
process ticks. Basically generators make a fuckhuge list of all
generated shields (1.5k in the Horizon's case) and then they iterate
over this list every tick strengthening the shields.

The idea in this PR is to shunt shield logic to an abstract datum.
Fields no longer store strength individually; they store damage taken.
They only process once they take damage, they reduce that damage by the
field gain tick value every tick, and then they stop processing when
they no longer need to. Shield strengthening is shunted off to a signal,
so we only need to traverse the big ass list once every round probably.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-07 12:34:20 +00:00
VMSolidusandGitHub e2b00ebe46 The XenoMechMed PR (#21318)
This PR is something me and NobleRow have been cooking behind the scenes
with the goal of adding new Xenoarch content that fits two objectives.

1. Providing cross-department cooperation opportunities (Machinists and
Medical)
2. Making use of content entirely unique to Aurora, such as our recently
refactored organs.

So I've added several new and exciting xenoarch "finds" that relate to
Medical and Machinists, as well as several new parts for Machinists to
work with. On the xenoarch side of things, we have the new "anomalous"
heart and lung items, which you can study by calling over a surgeon to
implant into your free choice of a monkey, or a particularly
enthusiastic human volunteer. There are also two new "anomalous" mech
components, one of them an anomalous drone bay, and the other an
anomalous power core. To study them, call a machinist over and have them
make a mech for you to experiment with.

The new xenoarch "finds" each feature heavily rng stat modifiers that
are unique to the objects in question, and make use of a very large
number of variables that I had previously worked to unhardcode.

I had a batch of sprites done by NobleRow, and I was adding new mech
equipment in this PR, so while we were at it, I've added a new LTL
variant of the mech submachine gun, as well as a new light variant of
the mech-mounted KA, which was highly requested by both miners and
xenoarch players on account of the 9 tile blast radius KA being "Not
always good to have".

All of the sprites in this PR were made by @NobleRow
2025-09-10 19:04:57 +00:00
90f3051396 Expands Notice Boards For Persistency (#21211)
## About PR
This PR re-sprites and expands notice boards. 
With the persistence update I expect an increase in utilizing notice
boards. The current ones are quite old and severely limited by only
allowing five pieces of paper tacked onto them.
So let us change that:
(updated final iteration)
> <img width="1083" height="412" alt="image"
src="https://github.com/user-attachments/assets/112f19fe-2fec-4bb1-b276-138301e7b9c5"
/>

Close up of the glass overlay:
> <img width="370" height="164" alt="image"
src="https://github.com/user-attachments/assets/c8dbde23-7a52-497c-b43a-927598829725"
/>

Regular notice boards now support up to twenty (20) pieces of highly
informative pieces of paper pinned up by the crew.
Command (lockable) notice boards support up to six (6) pieces of very
important information by your beloved departmental heads.

### FAQ
Q: Why is there a discrepancy between the command and regular notice
boards?
A: Command is expected to pin up actually important information. The
incentive is that command is a bit more conscious what they pin in
these, now that they persist through rounds.

Q: Why twenty for the regular board?
A: Super full notice boards are funny. I may add even more, depending on
how long I need to finish the code.

Q: Why is there stuff in the screenshots redacted?
A: It is for a feature for the command notice boards but I am not sure
yet if it is desirable or practical to have.

Q: Why does your code look so bad?
A: Sorry :( I put up the PR so I get help or co-authored by people who
actually know what they are doing.

> [!IMPORTANT]
> The new notice boards have not been mapped in yet! 😃

---------

Signed-off-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2025-09-07 23:53:00 +00:00
BatrachophrenoandGitHub 387cee9243 Object Examine Text Overhaul (#20923)
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>
2025-07-21 15:35:14 +00:00
17a879a21d Galatean Mind Blanker (#21017)
This PR adds a pair of new "BioAugs" as loadout options for Galatean
characters, called Mind Blanker. They come in two variants, and both are
available exclusively to Galateans. The basic version of the mind
blanker makes its user immune to mind-affecting psionic powers.

The advanced version of it inflicts lethal biofeedback on any psychic
that attempts to enter the user's mind, while also providing the user
with the same protection as the basic version. The advanced version is
more expensive, and is exclusively available to Galatean Consulars.

This PR was requested by Human Lore for their "Galatean Bioaugments"
list.
<img width="739" height="334" alt="image"
src="https://github.com/user-attachments/assets/8dd0e65c-2834-4949-8a03-8966f22eeca4"
/>

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-07-21 11:11:28 +00:00
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
FluffyandGitHub 86f8d6fd4f Movement update v2 (#20548)
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
2025-03-22 11:38:05 +00:00
Wowzewow (Wezzy)andGitHub f046ebe584 Borg Bag Fixes and Refactors (#20578)
Fixes #19603
Fixes #20558

- bugfix: "Fixes plant bags - now uses storage_slot system, along with
other bag subtypes."
  - bugfix: "Borgs can interact with tables again."
  - refactor: "Refactors make_exact_fit to be a binary variable."
- refactor: "Refactors storage items to use make_exact_fit instead of
arbitrary max_storage_space values."
- refactor: "Refactors storage items to use defines for storage space."
  - bugfix: "Fixes monkey cube boxes having superfluous overlay."
  - rscadd: "Updates the progress bar toggle message."
- qol: "Objects that rotated 90 degrees in storage no longer rotate in
storage slots."
 
<img width="732" alt="dreamseeker_qRVkIlYN78"
src="https://github.com/user-attachments/assets/1226ed22-52c1-4965-a1b4-2290e56a2ab3"
/>
2025-03-12 09:12:27 +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 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
FluffyandGitHub 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
Wowzewow (Wezzy)andGitHub e7232d04fc The Great Device Resprite and Contained Sprite-ening (#20344)
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.

Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
2025-01-24 12:16:30 +00:00
FluffyandGitHub 1ba0b35838 New opendream pragmas (#20260)
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)
2024-12-29 11:12:09 +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 a623e22eda AmbiguousInOrder ODLint (#20046)
Enabled AmbiguousInOrder OpenDream linting to error out
Fixed ambiguous orders with parenthesis to explicit orders
No player facing changes
2024-10-16 21:14:20 +00:00
FluffyandGitHub 9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +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 0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +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 3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
FluffyandGitHub d8d67ebd3a Refactored CollidedWith (#19541)
Refactored CollidedWith()
2024-06-29 10:01:18 +00:00
2a30beca54 Expedition Fluff Expansion - Stasis cages, Safari Nets & Sampling Tools (#19365)
Ports stasis cages from Baystation, for storage and transport of simple
mobs. These mobs must first be caught in an energy net, and this adds a
weaker energy net variant (safari net) as well as a way to transport
them and a dispenser for them in xenobiology.

Adds science samplers, available to every science role (lockers or
xenobiology lab due to xenobiology not having lockers). These must be
loaded with vials, and can then be used to extract plant/animal tissue
samples, soil samples or water samples. Added a low power microscope, as
well as a centrifuge and spectrophotometer, for analysing each of those
sample types respectively.

Note: The fluff text for tissue samples at the moment has more detail
for common mobs, such as carp or greimorians, and Moghes mobs as they
are the most prevalent right now. I'm not great at writing, so I'd
encourage others who are to add more descriptions over time.

Microscope & Net Dispenser in Xenobiology

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/447f8e40-215a-411b-9939-e7c9d018f100)
Sampler + Tissue/Soil/Water attachments

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/e53342af-540a-498f-a6ed-b7138fb6b689)
![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/eaa10ca8-9a2e-4ff5-93e2-686e981b2a7b)
![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/272637da-3eee-460a-9320-467a04623ce5)
Net Container

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/45c598d9-c568-44fb-9f31-09fc2296e062)
Microscope, Centrifuge and Spectrophotometer in R&D

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/1b85dd86-074b-4dd2-a1f8-8da64486232c)
Stasis Cages

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/d3526762-41ae-4798-a4df-f41d2613664d)

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

| icons/obj/machinery/stasis_cage.dmi | mustafakalash (Baystation12) |
CC BY-SA 3.0 |

---------

Signed-off-by: Sparky. <ben.polwart@gmail.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-06-26 12:08:27 +00:00
98ba156064 Full Xenoarchaeology Belt (#19482)
* Adds a "full" variant of the xenoarchaeology belt that starts with a
GPS, hand pickaxe, wrench, excavation picks, depth scanner,
Alden-Saraspova scanner, ore detector, core sampler, and wrench.
* Makes radios and camera film able to be stored in a xenoarchaeology
belt.
* This PR is dedicated to the brave coders of events, RustingWithYou.

---------

Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
2024-06-21 22:35:52 +00:00
SparkyandGitHub eff6ca9a7b Expedition Fluff Expansion - Tents & Sleeping Bags (#19362)
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.

Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.

Adds foldable tables, for setting up on expeditions.
2024-06-19 19:51:25 +00:00
EvandorfandGitHub c60bfb78d3 Added the ability to destroy the vampiric statuette. (#19462)
The statuette can now be destroyed by striking it with a weapon of
sufficient force. It comes at a high cost to the one who strikes it.
2024-06-19 09:16:05 +00:00
FluffyandGitHub 7fb282adf0 Refactored the machinery operable procs (#19274)
Refactored the machinery operable procs into a single one, DMDoc'd, SDMM
marked, made more readable.
Fixed suspension field generator not being able to be used as it was not
checking the power cell for operability.

Fixes #19249
2024-05-31 21:23:30 +00:00
SparkyandGitHub b790191c24 Togglable Science Goggles (#19203)
Science goggles can now be toggled onto your forehead like safety
goggles.
2024-05-28 20:54:52 +00:00
FluffyandGitHub 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
lavillastrangiatoandGitHub 863cbab142 Minor Belt Buffs (#19112)
* Adds one extra slot to the xenoarchaeology belt, making it a nice
round number of ten.
* Adds investigation tools to the security belt, like cameras,
recorders, and clipboards. Also crowbars.
2024-05-12 18:56:19 +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
FluffyandGitHub 7a28cc1883 More optimizations (#18987)
Removed a background set.
Refactored away some world loops.
2024-04-22 11:47:23 +00:00
FluffyandGitHub 1f759338d8 Processing subsystems improvements (#18961)
Refactored the use of the isprocessing var into the datum flag
DF_ISPROCESSING.
Updated SSprocessing and SSmachinery to have a constant fire rate.
Updated gas cooler to be time-constant thanks to the above.
2024-04-20 20:16:08 +02:00
FluffyandGitHub ab23fbdb70 Function overloads condensation (#18939)
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).
2024-04-19 21:19:41 +00:00
FluffyandGitHub f9e8a7cd69 Refactored archeological finds to use Initialize() instead of New() where possible (#18964)
Refactored archeological finds to use Initialize() instead of New()
where possible
2024-04-18 23:35:07 +00:00
RustingWithYouandGitHub 6e27f718aa Uueoa-Esa, Part 2: System Ruins (#18944)
Adds several ruins for the uninhabited planets of Uueoa-Esa.
Adds a pre-contact Unathi spacesuit for one of the ruins and potential
future use.
Voidsuits and other refittable clothing items (if any are added) can now
be set to refit to a species on initialize rather than copypasting code
for mapped-in suit variants.

Will require updating for #18850 and #18920 when merged.
2024-04-16 20:05:01 +00:00
RustingWithYouandGitHub e636151bb8 Assunzione Voidsuit & Modkit Fixes (#18744)
* yeah

* rad protection

* dme fuckup
2024-03-25 20:07:43 +00:00
fec6dbe24f Adjusts the force of all items to be multiplied. (#18708)
* force balancing?

* force

* cl & maglight nerf

---------

Co-authored-by: DreamySkrell <>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 17:10:31 +00:00
RustingWithYouandGitHub 2966c1ff09 Ports Baystation's Bluespace Flares (#18619)
* bluespace flares

* belts

* map changes

* log_debug -> stack_trace

* signals
2024-03-13 21:27:48 +00:00
c11983086b Trophy of Battle - Secondary Transmitter Drone Core (#18623)
* a trophy of war

* Update code/game/objects/structures/hivebot_head.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* sleep -> timer

* Stray Newline

Signed-off-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Signed-off-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-03-13 21:27:43 +00:00
FluffyGitHubFluffyGhost <FluffyGhost>
29f616a5b1 Removed various set backgrounds (#18634)
* Atomization

* sadf

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-03-13 21:27:27 +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
4423d03f2f Adds examine boxes. (#18370)
* Adds examine boxes.

* lint

* what kind of dreams did you dream?

* unlimited

* midgardsormr

* sdsd

* fixes

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-02-11 21:58:20 +00:00
DreamySkrellGitHubDreamySkrell <>
e99b793647 Crystal Planet Outpost (#18308)
* a

* 3

* m

* 754

* hm

* 1234

* hh

* hmmmm

* 4262643

* 4663

* 43gf34g

* aaa

* huhhh???

* 54hg56u456s

* bbvxnfgnhrst

* h

* hj

* mmmmm

* cc

* 436y

* ugh

* aaaaaaaaaaa

* hhh5555555

* reyahg5reha54eh5raethre

* tests rerun please

* a

---------

Co-authored-by: DreamySkrell <>
2024-02-01 11:04:05 +00:00