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 |
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>
Fixes this test fail. One of our unit tests is randomly spawning a GPS
in a null location, which causes a runtime error when the GPS attempts
to print the coordinates of said null location. I've added sanity
checking to prevent this obnoxious test fail.
<img width="1379" height="759" alt="image"
src="https://github.com/user-attachments/assets/d5c15892-7272-4d24-886b-5c30432a35e5"
/>
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.
This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.
Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.
Detailed documentation to follow after any adjustments are made to
mappers' preferences.
This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
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.
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.
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>
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).
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.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* 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
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* tgui the beginning
* binaries and the like
* Bring in the last of it
* Example radio UI
* delete example
* NTOS Main Menu, start on manifest, tgui states
* tasks.json
* gunnery ui pt 1
* okay
* fix everything
* scss update
* oops
* manifest gigablast
* downloader part 1
* download prt 2
* NTOSDownloader final
* mfw committing to_worlds
* gunnery console pt2
* i cooked
* targeting (finished)
* one vueui down
* voting ui almost done
* MY MIND FEELS LIKE AN ARCH ENEMYYYY
* voting ui down
* photocopier
* ntos config + download fixes
* photocopier 2
* refactor define
* NTOS client manager + fixes
* fax machine final (it also uses toner now)
* marching forwards... left behind...
* ntnrc part 1
* canister
* add quotes
* portable pumps pt1 + more backgrounds
* oops
* finish the portable pump
* freezers
so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...
* doors ui pt1
* finish doors UI (forgive me wildkins it's a bit of shitcode)
* vitals monitor, make things use labeled lists, new backgrounds
* mais j'envoyé aucun mayday...
* maglock pt1
* pour ça je me suis perdu...
* infrared
* fix that
* prox sensor pt1
* prox sensor
* signaler (this was actually pretty hard)
* atmos control pt1
* atmos control pt1.1
* atmos pt 2
* fuel injector
* multitool UI
* jammer
* list viewer
* APC
* portgen
* targeting console updates + SMES ui
* new themes, shield generator
* supermatter
* Add ore detector and (shitty) NTNet Relay
* orderterminal pt1
* orderterminal pt2
* smartfridge
* Add (air-)tank GUI update ore detector size
* Adds Transfer Valves
* Add AtmoScrubber
* analyzer pt1
* weapons analyzer pt2
* bodyscanner pt1
* bodyscanner pt2
* fix this shitcode
* seed storage
* appearance changer
* appearance changer final
* sleeper pt1
* sleeper
* gps
* vehicles
* chem dispenser
* lily request
* holopad
* tgui modules pt1
* ppanel
* damage menu
* fixes
* im here too now
* follow menu, search bars
* quikpay
* quikpay fixes
* circuit printer
* ppanel
* ppanel updates
* pai
* turret controls (i want to kill myself)
* tweak
* remove the boardgame
* guntracker
* implant tracker
* penal mechs
come close to me, come close to me
* chem codex
* pai radio
* doorjack
* pai directives
* signaler removal, sensors
* ghost spawner
* spawnpoint
* fixes
* teleporter
* one more to the chopping block
* account database
* remove divider
* scanner, atmos
* latejoin ui pt1
* latejoin
* records pt1
* RECORDS UI DONE
* delete interpreter & records
* CHAT FUCKING CLIENT
* data updates
* fix some things
* final UI, log
* basic nanoui fix
* antag panel
* remove vueui
* atm update
* vending update
* warrants, cameras
* ntmonitor
* time comes for all
* preserve this legacy
* bring that back (oops)
* rcon, ui auto update for computer UIs, remove rcon computers
* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)
* A LIKE SUPREME
* a
* power monitor
* lights on
* fuck this code, fuck nanoui modules, and fuck nanoui
* LEAVE IT OH SO FAR BEHIND
* fix alarm monitoring for synths
* I SAW IN YOU WHAT LIFE WAS MISSING
* comms console
* idcard and record updates
* turn the light on
* arcade
* pt2
* news browser
* static
* crusher
* f
* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO
* codeowners & suit sensors
* html ui style removal
* make lint happy
* resist and disorder
* i slowly get up and turn off the noise, already fed up...
* pleaseeeeeeeeeeeeeee
* THE CREDIT LARP IS NECESSARY
* i hold the keys
* RISE UP
* fix that?
* harry's suggestions xoxo
* runtime fix pt2
* You are the only thing that I still care about
* adds build workflow
* Update update_tgui.yml
* adds some needed steps
* ATM
* misc fixes and tweaks
* fixes 2
* make newscasters usable and fix use power on freezers
* turret control is clearer
---------
Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Call pickup proc before implanting object
I'm sure this has no unintended consequences
* Changelog
* register move event if implanting GPS
This is better I think
* changelog change
* unregister when implant removed
* Keep track of if GPS is implanted, and who
This is to unregister the move event in the case of the GPS being destroyed while implanted
* try building before pushing, dummy
* this is bothering me
Fix the most common RTs from Sunday's testing.
Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
changes:
bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes#1158Fixes#1662