52 Commits

Author SHA1 Message Date
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 ccbfbdc50a Ported the Microlathe from Bay, and began autolathe refactor: Take II (#21668)
Continued from #19839

> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.

> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.

Plan is overall to make it much easier to add new types of fabricators. 

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2026-01-14 19:29:32 +00:00
naut 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
Batrachophreno b743c82739 Signals update to power_change() (#21421)
As title. Makes area/power_change() and area on_enter/on_exit procs both
rely on signals for machinery handling where they draw power from.
2025-10-03 15:50:29 +00:00
Wowzewow (Wezzy) 2d4b7de686 New Cryogenics animations and sprites (#20413)
Title.


![dreamseeker_ql89bz8lQY](https://github.com/user-attachments/assets/96ef8e5b-889c-423d-8842-85de18bfbb2f)
2025-02-05 13:08:50 +00:00
Fluffy 404c90f688 Replaced the outside turfs with exoplanet ones for the digsite (#20066)
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
2024-10-20 18:49:39 +00:00
Fluffy ee930d675a Maploader tweaks (#20026)
Fixed the maploader sleeping without reinitializing SSAtoms to
initialize, which caused some runtimes in niche cases in the CI.
2024-10-09 22:52:06 +00:00
Fluffy cca5b43987 APC improvements, powersinks empowering, APC maplint (#19209)
Minor refactor of the APC file, turned biteshifts into the BITFLAG
macro, reordering.
Added APCs maplints.
Fixed maps to pass the maplints.
APCs now draw time-constant power.
Removed power objects handling code, only the powersink existed that
used it.
Refactored powersink to use the processing subsystem, made it
time-constant, DMDoc'd.
Made powersinks drain power from an APC faster.
2024-05-31 20:23:36 +00:00
Fluffy 49d1ea41a6 Ports and adapts TG's maplint (#18873)
Ports and adapts TG's maplint, not all checks it has are present, this
is just the first iteration.
Updated python dependency to 3.11.9.
Updated bootstrap.
Fixed various maps to not fail maplint.
2024-04-08 08:27:27 +00:00
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
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>
2024-04-01 14:50:27 +00:00
Andrew 50ba56174a Condensed laser scalpels into a single version (#18697)
* Condensed laser scalpels into a single version

title

* Remove unused laser scalpel icons
2024-03-23 17:24:41 +00:00
SleepyGemmy 1389b47c72 Kitchen Storage Tweaks (#18702)
* Code

* Mapping

* Rename Files

* Changelog

* Changelog Tweaks

* Changelog

* DME

* Changelog Cleanup

* Commas

* Indentation

* Post-merge Fix
2024-03-23 17:24:11 +00:00
DreamySkrell af999c2ea9 Post 3/4 Fixes, Pt. 2D (#17208)
* aurora-1-centcomm bad map var?

* numbers consistency

* newlist() WHAT THE FUCK

* \" => '

* "string"s fixed

* covert spaces to tabs

* random spaces converted to tabs

* random newline in multi_zas_test

* runtime-1 numbers consistency

* unsimulated floors fixed

* light tube icon states fixed on all maps

* floor

* icon_state = s; huh

* door dirs fixed-ish

* a whole lot of fixes

* floor decals

* changeloge

* asaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

* a

* isolation alarms missing types

* fix door dirs properly

* horizon: add firedoors to doors that don't have them

* open and save decks with strongdmm

* some bad door dirs re-fixed

---------

Co-authored-by: DreamySkrell <>
2023-09-01 13:45:20 +00:00
Matt Atlas 99b4033ca5 Aurora 2: The 3/4thening (#17186)
* after dark

* FIXES

* breakin

* butt

* Update code/game/objects/items/devices/floor_painter.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* Update code/game/objects/items/devices/floor_painter.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

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

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* testing 1

* a

* FUCK THIS PRESET!!!

* allah

* OTEMACHI

* tis' done

* Project Exorcism : Sneed's Snairs (Formerly Chuck's)

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* Update stools.dm

* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm

* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm

* Update stools.dm

* Update chairs.dm

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* inhand fixes

* airlocks (matt has cooked)

fuck

* my cody plays the mamba

* fuck

* fixes layering issue

* airlocks and everything else Please fucking kill me

* underlays

* unfuck blending

* finished replacing old ass shit

* your ass is geass

* conflicts die now

* public fat'wa

* progress on walls and windows

* more mapping

* baltimore accents be like

* minor progress

* monitors

* fire alarms and apc adjustments

* apcs pixel adjustments, final airlock look

* also grilles

* shuttle wall start plus shuttle windows

* starting consoles

* table outlines

* I love broke ass sprites

* fixing the stupid ass exterior walls

* light fuckery

* terminal directionals, external airlocks, table fixes, blahblahblah

* fix 1

* fix 2

* some more fixes

* fix chairs

* basic untested railings and updating colors from atteria

* bridge and some fixes

* removing some artifacts on the new walls

* breaking wood tables and adding 4 wall materials

* fix

* compile & wood fixes

* make the horizon compile again

* railings, firedoors, ATMs, intercomms and tables again

* mapping begins also some tweaks to map view of icons

* full tile steel walls

* i sure hope nothing bad happens

* airlock updates (untested)

* reverts most wall machinery

* skull

* wall coloring

* makes the tg wood chill out

* work on airlocks

* hull consistency

* cause you live forever in the lights you make

* whoops can't show that in a christian manga

* terminals should be on walls and everything's hunky dory now

also i changed the wood stuff as per atteria's suggestion

* fixing airlocks

* fixes

* window resprite, coloring adjustments

* scc hull resprite

* new grilles, frame edits, and borosilicate

* greyscale wood palette improvement

* shuttle windows

* window frame fix

* apc update

* refit and reshaded fire alarms

* mapping icon fixes

* table fixes

* map fixes, platforms and stairs

* updates cutter, new walls and terminals

* mapping fixes

* fix preview

* preview fix stone

* stairs

* initial work for the map

* railing and windowpane fuckery

* new external airlocks

* a

* fix the maps in preparation

* wall object pixel offsets

* air alarms D1

* extinguisher cabinets

* APC DESTROYED MISSION ACCOMPLISHED GOOD WORK

* deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets

* deck 3: fireaxe cabinet

* /shuttle_landmark/distress/blue, move base_turf from map to obj def

* intercom presets

* formatting

* deck 1: floor decals

* deck 2: named area fix (LMAO), signs to use single quotes

* deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets

* Platforms and stairs!

* grates and bugfixes

* Angled ship walls + grate color fix

* corrects apc anim overlay

* deck 2 and away site fixes

# Conflicts:
#	maps/sccv_horizon/sccv_horizon-2_deck_2.dmm

* deck 2 missing grate

* warning stripes

* railings and ledges

* windows and fixtures

* windoorsagain

* airlocks pt1

* windows de-seamed and transparent

* airlocks and pixel offsets

* fixes for airlocks

* more airlock fixes

* presets for ringer, request console and newscaster

* 132

* asfsaf

* kitchen tiling

* thicker freezer tile bevels

* More angled walls

* New shutters and blast doors

* directional corrections

* ops railing fixes

* updated window map things and shutters

* value changes and blast door changes

* Ledges and platforms galore (D2/D3)

* all decks: fix door dirs

* all decks: newscasters, intercoms, requests consoles, ringer consoles

* helm light blue decals to dark blue

* supermatter door dir fix

* fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console

* firedoor changes

* deck 3: overlapping wall mountables fixes

* map changes

* airlock changes

* map tweaks

* airlock & stair icons

* various mapping modifications

* Double airlocks + fixing denied states + fixing airlocks on all levels

* Rebase

* directional terminals buttons and lights again, platform tweaks

terminal north facing sprites, atm/food terminal directionals
proper door control and lightswitch directionals (presets still need to be set up, mapping)
re-adds new light tube sprites, again
new sprites for floor lights and the other stuff that got added
adjusted platforms to be recolorable, added light and dark versions, fixed some shading

* missing ERT outfit thingy fix

* floor lights fixed

* deck 3: various small fixes

* deck 1: various small fixes

* deck 2: various small fixes

* fixes

* d2 fixes & multitile door fix

* d2 fixes, remove unused airlock files, button icon fixes, window icon fixes

* make it actually compile, oops!

* make it actually compile, pt2

* CE office camera

* pew pew pew

* pew pew pew 2

* fixes

* deck 3: buttons fixes

* deck 3: button and other fixes

* deck 3: fixes and stuff

* D1 fixes & skrell airlocks

* minor D2 tweaks

* a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog

* maintenance hatch sprites

* fixing double doors

* flips multi-tiles, fixes multi-tiles, adds desk windoors

* new plastic flaps

* deck 2: a few buttons

* side + middle doors

* created paths for 3-tiles doors

* apply to map the 3 tiles airlocks

* some fixes, windoor alpha

* remove this random ass potted plant

* more map fixes

* holodeck disposal pipe fix

* secure airlock sprites

no code or obj definitions yet

* vault airlock

* vault door fixes

* scc window alpha

* adjusts double door glass, firedoor open state

* adjusts construction states for doors

* remove some defunct icons and fix anims

* assembly stuff

* pharma fixes

* vault door dir

* firedoor smart generation moved to its own proc

* lift doors, d1 fixes

* firedoor smart generation: adjacent wall check

* firedoor smart generation: adjacent firedoor check

* all decks: missing firedoor and other fixes

* deck 2: weird maint stairs fix

* oops

* diona airlock fix

* the shuttle wall gigadeath

* fixes

* some fixes for leftover map item paths, and double lattices

* new diona walls

* more fixes

* and more

* deck 1: fix out of bounds keys

* deck 3: fix out of bounds keys

* runtime 3: duplicate APCs fix

* all decks: make all 3 tile wide doors glass

---------

Co-authored-by: Wezzy <wowzewow@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: kyres1 <noodle.buster31@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: naut <nautilussplat@gmail.com>
Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
2023-08-30 21:18:10 +00:00
Wowzewow (Wezzy) 76e02c0f95 Vexillology (#16237)
* Vexillology

* dock-u-ment-ation

* RAHH BANNERS

* oops

* Kid Named Mapping

* bismillah

* least esoteric problem
2023-05-01 19:08:58 +00:00
Wildkins 5ba6eccd9a Fix ruin spawning, LZ deletion, UTs and more (#16068)
* Fix ruin spawning, LZ deletion, UTs and more

* augh

* fix AST exoplanet generation for real

* Fix landing zones turning into rock walls

* fix awaysite runtimes

* im blind

* missed one

* split exoplanet UTs to new UT

* comments

* obj path fixes
2023-03-29 18:44:24 +00:00
WickedCybs ca6f772bbc More Exoplanet Ruins (#15655) 2023-01-29 13:23:09 +01:00
SleepyGemmy 1fc0cec27e Fixes Wrong Paths in Maps (#15316) 2022-12-19 15:35:57 +01:00
SleepyGemmy df52af42ca Biosuit Code Cleanup and Tweaks (#15233) 2022-12-08 21:33:05 +01:00
SleepyGemmy 195128fee6 Fixes Jargon Paths (#14773) 2022-09-06 19:56:51 +02:00
Matt Atlas f768a9022d Removes ERT from standard gameplay. The Horizon now sends distress beacons for other Overmap vessels instead. Barricades and crew armoury buff. (#14371) 2022-08-02 17:59:51 +02:00
SleepyGemmy 005f30b76f Window Rework (#13805) 2022-07-05 14:27:29 +02:00
Wowzewow (Wezzy) a8ecf51d1e Nitrile glove boxes now like any other regular box. (#14283) 2022-06-26 13:02:44 +02:00
Wowzewow (Wezzy) 46708ab624 Fixes some Sol uniforms having their uniforms being unable to be rolled (#14243) 2022-06-09 12:03:20 +02:00
SleepyGemmy 7387080448 Reworks Portable Generators (#13663) 2022-05-06 13:59:01 +02:00
Wowzewow (Wezzy) a65ef5cd26 The Crate Animatening, A.K.A. I hate Crate Trigonometry (#13339) 2022-04-30 02:04:15 -03:00
Matt Atlas b7b9db101f Adds an origin and culture system to govern possible faction items, citizenships, accents, religions. (#13400) 2022-04-24 17:29:44 +02:00
Wowzewow (Wezzy) 56c16bf208 Colorable Chairs, Stools, and other phoney baloney (#12797) 2021-12-02 22:57:24 +01:00
Geeves c4b0089749 Synthetic Smörgåsbord (#12417) 2021-09-06 22:47:27 +02:00
Alberyk 2134a4ca69 Adds a new mining dungeon (#12272) 2021-08-05 18:08:34 +02:00
WickedCybs efc19bb6c8 Spider references in descriptions changed to greimorians. (#11213) 2021-02-17 10:43:20 +01:00
fernerr eff99433f9 Adds 2 new asteroid dungeon templates (#10704) 2020-12-05 22:21:58 -03:00
MarinaGryphon f060df8b24 Cooking Update: Cooking Moona (#9454) 2020-09-02 10:49:14 +02:00
fernerr 45c14c2863 Tweaks some asteroid dungeons, adds a new one (#9732) 2020-08-24 13:57:40 +02:00
mikomyazaki 573a7c8cd5 Random item spawners no longer spawn documents (#9646) 2020-08-09 12:23:39 +02:00
Geeves 91536d691f Map Optimization (#8974) 2020-06-02 14:24:17 +02:00
fernerr 9874edb0d3 Fixes the digsite dungeon's airlock having the wrong sensor frequency (#7812) 2019-12-26 22:21:51 +01:00
fernerr dcb545853d Fixes some dungeosn that were using the wrong type of rock walls (#7809)
Resulting in indestructible turfs where there are not supposed to be any
2019-12-25 22:43:10 +02:00
Leudoberct1 a125b0e7f5 Fixes the airlock pumps in the digsite dungeon. (#7651) 2019-12-12 10:17:58 +01:00
fernerr c5a1e2c4ce Adds five new possible random asteroid dungeon spawns (#7539) 2019-12-08 11:46:57 +01:00
SueTheCake 84794c6e65 Mechs 3: Electric Boogaloo (#7486) 2019-11-25 23:04:19 +01:00
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
fernerr 8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
2019-11-04 21:59:28 +02:00
Alberyk d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
fernerr 70cc2601c5 Fixes mice skeletons. (#6676) 2019-07-06 19:20:49 +02:00
Werner 6d8a94d408 Simulated to Unsimulated (#6410) 2019-05-19 16:22:54 +02:00
skull132 16eae6c246 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/.all_changelog.yml
#	maps/aurora/aurora-4_mainlevel.dmm
#	maps/aurora/aurora-7_roof.dmm
2018-10-07 01:33:20 +03:00
Werner aa8b25c390 Fix poweralarm on derelict shuttle (#5317)
Fixes the power alarm on the derelict shuttle by wiring the tegs to the apc.
Fixes #5277
2018-09-25 00:18:07 +03:00
BurgerLUA 9bfa20fce4 Additional Dungeon Spawns (#5196)
Adds several new dungeon spawns.

Screenshots: https://imgur.com/a/FYPR44A
2018-09-12 19:03:57 +02:00
Alberyk cb0295ad7d Fixes the derelict shuttle apc and penguins missing their sprites (#5132) 2018-08-11 13:50:30 +03:00