169 Commits
Author SHA1 Message Date
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
WildkinsandGitHub 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
AlaunusLuxandGitHub 7ff3d5e6dc Adds docking and undocking messages on command frequency (#21330)
Title. Also adds disassembly instructions for (plastitanium) shuttle
walls.

<img width="905" height="38"
alt="486627147-aed5cc8b-1995-4e0d-b479-82deb1ac980f"
src="https://github.com/user-attachments/assets/d5ea7a93-5195-4c5d-8daf-f5473dcd1820"
/>
2025-10-04 20:10:15 +00:00
eef80013fa Introduces starlight to all Horizon exterior areas (#21396)
This introduces logic to place starlight onto turfs under
horizon/exterior, and extends that area across the entirety of the
Horizon's EVA areas, to remove the anachronistic darkness that's been
atop the wings up to now. Handling this at the area level was the
cleanest way I could think to implement it.

<details>
<summary>How it looks!</summary>
<img width="954" height="711" alt="image"
src="https://github.com/user-attachments/assets/ef82f1fe-0720-4559-8dca-390bf1ddff4d"
/>
<img width="924" height="878" alt="image"
src="https://github.com/user-attachments/assets/ffa37bd2-7814-42eb-99ae-ebfc1ed1b680"
/>
<img width="917" height="904" alt="image"
src="https://github.com/user-attachments/assets/8b36f9c9-dbe1-4c5a-bb0c-f5080eb359f4"
/>
<img width="953" height="952" alt="image"
src="https://github.com/user-attachments/assets/531724ba-2a19-4ddd-bd31-70a1ebfb4543"
/>
</details>

**Potential problems:**

<details>
<summary>Shuttle logic problems</summary>
To get this working, all of the Horizon's EVA areas have had to be
covered in the horizon/exterior area - which means there's now an area
clash on the south, west, and east shuttle port, which falls afoul of
the current is_valid check for shuttle landmarks. Notably, how this is
mapped also means that an rfloor silhouette of a shuttle is always left
on the Horizon after a shuttle undocks from any of these landmarks.

<img width="864" height="704" alt="image"
src="https://github.com/user-attachments/assets/4fd27d84-8d7c-4ed7-8333-f934a2d77e03"
/>

The problem here is on the mapping, not the logic - it seems like these
areas were formerly excluded from the horizon/exterior area exactly to
dance around this problem. The solution I've taken tentatively is simply
to remove the area check. This doesn't feel great, but I don't think
there's many situations in which it could bite us - maybe on exoplanets?

The only other solution here is to remap the Horizon's docking ports to
not suffer from this issue, which I'm not eager to do. I honestly just
attribute this to being another fundamental flaw of the Horizon's design
that we have to just dance around until we move off the map. I've
documented that it's purely a mapping issue on the commented code
segment, and that once the mapping issue is resolved there's no issue
with an area check.
</details>

- [x] Figure out how to have starlight carry over after a shuttle
departs
- [x] Resolve the Horizon's shuttles being unable to dock with its
docking ports

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-10-01 18:14:21 +00:00
SleepyGemmyandGitHub 5d6d818c0a Cargo Elevator (#20956)
this PR turns the cargo shuttle into a cargo elevator.

### screenshots
<details>
<summary>view</summary>

### cargo elevator hatch


![image](https://github.com/user-attachments/assets/8d94b330-a79b-4c60-b124-6c91d84e1375)

### cargo elevator


![image](https://github.com/user-attachments/assets/f96716a2-cb44-4d99-932a-c99972fbdf2f)
</details>

### FAQ
**Q:** why do things still cost money?
**A:** things still have value, departmental budgets, and paper trails.

**Q:** why is there still a fee to use the elevator?
**A:** maintenance costs.

**Q:** what happens if i'm on the hatch when the elevator comes?
**A:** you fall down onto the elevator and hurt yourself.

**Q:** how do bounties still make sense?
**A:** keep them in storage for next port. plenty of reasons to make up.
2025-08-28 22:14:20 +00:00
courierbravoandGitHub d6dd9f35dc Title Screen - Your Good Pal, Hazel! (#21164)
Adds a new title screen to the IPC rotation depicting Hazel IPCs.
<img width="1920" height="1920" alt="hazelchibi"
src="https://github.com/user-attachments/assets/9ab9d825-f798-4939-92bb-d5a5b4f790c3"
/>
2025-08-15 13:52:32 +00:00
BatrachophrenoandGitHub a19b3797b2 Drobes (#21067)
[Original suggestion
here.](https://forums.aurorastation.org/topic/22454-tidy-up-lockers/)
- Replaces departmental/job-specific wardrobe lockers with new 'Drobe'
vending machines, each containing pertinent clothing, all with new
icons: ClothesMate, EngiDrobe, AtmosDrobe, HyDrobe, SecDrobe, BarDrobe,
ChefDrobe, ChapelDrobe, SciDrobe, MediDrobe, ChemDrobe, CargoDrobe,
RoboDrobe
- Makes vending machine ads populate at the top of the purchasing UI and
randomly cycle.
- Few vending-machine related map touch-ups (mostly vending machines
missing the floor 'hatched' pattern underneath).
- Misc code readability improvements.
2025-08-10 08:09:16 +00:00
KanoandGitHub 748460e3a0 Tweaks package spawning logic for off-ships (#21098)
## About PR
PR'd again from #21045 because a mistake I made, apologies for this.

Off-ship packages are now spawned whenever they exist in the overmap.
Adjusted the warehouse to include a small room for newer packages to
come in, given the alternative was letting them spawn and scatter out of
nowhere in the middle of the round. Packages for roundstart non-hidden
locations like exoplanets or any other location with delivery spots
aren't affected by any of these changes.

Also when an off-ship becomes available for packages, operations receive
an announcement message about it.

## Images

<img width="416" height="512" alt="grr"
src="https://github.com/user-attachments/assets/a8d82a60-e18e-4fda-ac3f-acccc256c6f6"
/>

<img width="891" height="42"
alt="469941125-59633a9b-a32f-40ea-98b8-4a38fd0d31ac"
src="https://github.com/user-attachments/assets/bf5586e6-efea-4c01-af51-6c405107a8d0"
/>
2025-08-09 12:23:12 +00:00
Greenjoe12345andGitHub e88397cbbd Shuttle manifest mission additions (#21039)
Adds a few mission types to the shuttle manifest app: Salvaging,
Humanitarian, Expedition, Recreation, and Other
2025-07-28 18:10:50 +00:00
BatrachophrenoandGitHub 0851144182 Area definitions cleanup (Horizon/Runtime) (#20914)
**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.
2025-07-25 19:16:33 +00:00
hazelratandGitHub a35972a212 The Bodega Update: remapping the commissary and library (#21029)
This PR remaps the operations commissary, moving it across to the
service hallway where it can receive much more foot traffic than in its
original position. Reflecting its new spot in service, and considering
particularly how much a hydroponicist can contribute to the commissary,
both service and operations staff now have access to it - although I
personally anticipate this will remain primarily used by operations.

Adjacent vendors in the service hall have been moved into the commissary
to encourage interaction, and hopefully to capture a little of that
bodega feel - although I'm open for other ideas on how to capture the
right atmosphere.

Because of the location, the library has necessarily also been remapped.
It's now smaller, but my hope is that it uses the space it has more
effectively. The old location of the commissary is now generic
maintenance until someone finds a better use for it.

A few points:

- "Is this bad for librarians?" Hopefully not! It isn't a very popular
job right now, and I don't expect this PR to change that, but I've gone
into the remap with the intention of making the library a more appealing
place to be in than before. The old library has a lot of dead space,
particularly with its gigantic office, whereas this new design is
intended to be a little more compact. Now featuring tinted windows if
you want to get some mood lighting going on.
- "Why the move?" The current location of the commissary is within view
of virtually no foot traffic period - operations generally is an
extremely isolated department, and something like the commissary lives
and dies in the playerbase according to how visible it is.
Appropriately, this moves it to a more visible spot.

<img width="416" height="544" alt="image"
src="https://github.com/user-attachments/assets/c470abfa-a01c-467c-8fff-58a308b0531c"
/>

<img width="480" height="256" alt="image"
src="https://github.com/user-attachments/assets/aa32a756-2573-4746-bebf-9002e4f66cd9"
/>
2025-07-21 19:11:50 +00:00
Wowzewow (Wezzy)andGitHub 5006e41347 New Lobby Music + Adjust Volume (#20965)
Adds five new songs for Aurora lobby music - no more baseline SS13
stuff!
Also backports the original Title3 for that OG SS13 goodness.

Taken mostly from CCMixter.
Information in licensing_information.txt.

Also, updates the lobby music toggle to be a volume input. Set to 0 to
mute.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-21 10:33:51 +00:00
09f7ac5e39 Remaps Intrepid and ports CM's double seats (#20809)
## About PR

- Introduces a dropship-esque Intrepid, making it feel more like a
public transport in a overpopulous city, while trying to avoid
chokepoints.

- Ports the CM's double seats.

- Removes access restriction from Intrepid's side airlocks, to be in par
with the main airlock.

- Deletes some rogue pipes near hangar bay.

- Re-adds a small oven which was introduced in #16449. With slight
tweaks and different colour palette.

This is probably an awful way to port CM's vehicle seats, but in testing
only issue I've found is: when the chair occupant punches someone, their
own buckle off-set will get reset. I am not sure why.

The way the double seats work is, it'll let anyone pass through as long
as both of the seats aren't occupied at the same time.

## Images

<details><summary>Details</summary>
<p>


![a](https://github.com/user-attachments/assets/19813e63-a773-46a7-9f2c-43b5a23906ab)


</p>
</details>

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-06-30 18:05:45 +00:00
Matt AtlasandGitHub 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
BatrachophrenoandGitHub 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
FlamingLilyandGitHub 46546eb70f Expands the medbay recovery ward and adds a cryo pod and a spawn point. (#20772)
Off-duty crew and passengers can now spawn in the medbay recovery room,
for that sweet, sweet medical RP.

Vastly expanded the medbay recovery ward, including:
- Cryo pod (duh)
- Nav terminal, to watch the ship fly as the days crawl by
- Sink and hygiene vendor
- dining/general purpose rec table with uno
- MRE vendor, for that sweet, sweet, hospital grade food
- Coffee vendor, for that sweet, sweet, coffee.
- Public access doorway (still needs access to enter, but unrestricted
to exit, so if you spawn there and no one is around, you're not screwed)
- Button to open said public access doorway, for visitors
- Requests console, maintenance panels.

![image](https://github.com/user-attachments/assets/9ed33568-22ea-4c91-b944-cd501d5daf76)
!!Misplaced camera and light in the wall have been fixed!! Rack of
toiletries has been replaced with vendor!!
2025-06-01 10:56:16 +00:00
ASmallCuteCatandGitHub 1b65e5ac2a An expansion for the boxing ring (not literally, it's still the same size) that adds punching bags and two new types of holodeck swords. (#20715)
Adds two kinds of swords intended for the holodeck. They are less sci-fi
lightsaber than the Thunderdome energy swords, but like the Thunderdome
swords, they only deal pain damage.

You can use these two practice swords on Punching Bags.

Two Punching Bags have been added to the (renamed) boxing ring, for when
you want to warm up or practice alone.

Renamed the Boxing Ring to the Sparring Ring, now that it can
accommodate more than just boxing.
2025-05-07 13:37:44 +00:00
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
GeevesandGitHub 1cbb70abaf Holodeck Combat Training (#19837)
* Added a combat training simulator to the holodeck, which spawns
holocarp that deal pain damage.
2025-02-10 15:18:37 +00:00
hazelratandGitHub acb227f24e SCCV Intrepid remap (#20249)
**This is up for review**. The theory behind the redesign can be
reviewed in the [feedback
thread](https://forums.aurorastation.org/topic/21474-sccv-intrepid-remap-feedback-thread/),
but for quicknotes:

- Designed to be able to carry more people and more stuff more smoothly.
- Maintains access for xenoarchs, should still be very usable for their
purposes.
- Should avoid chokepoints.
- Adjusts scc air tank airlock variant's pressure, airlock shouldn't go
dry.
- Airlock is 3x3, 9 turfs total. 5/9 regular vent coverage, 3/9 out vent
coverage. Cycles out in roughly 12 ticks in my testing, it seems like
the size isn't slowing it down much.
- Field kitchen crate variant added so you can set up a miniature
kitchen inside the cargo bay. Should cover essentially everything you
need.
- Nixed the RTG parts - I want to keep the storage space as open as
possible and I've never seen them used, the Intrepid practically can
never run out of power.
- For similar storage concerns, three emergency softsuits are now in a
wall ecloset, instead of two inside suit storage units. It's a little
haggard, but it saves two turfs of storage space.
- Atmos is mostly functionally the same as it was. You can no longer
feed into fuel or air from outside, but in my experience this
functionality of the Intrepid has never seen much use anyway. Only other
thing missing is the ability to directly feed air into the main air tank
or the main fuel tank off a canister - can be achieved just by swapping
a regulator/pump around in both cases.
- Medical should be identical.
- The three tile wide hallway is meant to avoid congestion, people can
go in and out of it into the side seating compartments without being
forced into any single tile doorways.
- Navigation console was hard to fit in, ideally I think I'd want to
make a wall-mounted variation so it can be incorporated more easily.


![image](https://github.com/user-attachments/assets/66ec82c8-334c-4770-b6e4-080863ce8c3e)
2024-12-24 16:04:11 +00:00
GeevesandGitHub 6bc8d93419 Package Delivery Expansion (#20003)
* Cargo delivery packages now have colored tags on them which should
hopefully make it easier to distinguish between them, instead of
changing the entire package's color.
* Delivering a package now outputs another, allowing you to continuously
deliver throughout the round, should you choose to.
* Fixed cargo packages runtiming on the runtime map.
2024-12-24 12:42:03 +00:00
DreamySkrellGitHubDreamySkrell <>
5c344e36a3 SCCV Quark - new xenoarch/science shuttle (#20127)
feedback thread:
-
https://forums.aurorastation.org/topic/21275-sccv-quark-new-xenoarch-shuttle-feedback-thread/#comment-178259

changes:
- rscadd: "Adds SCCV Quark, new shuttle for xenoarch/science, on
Horizon."
- rscadd: "Small remap of the aux hangar on Horizon, adding some
expedition supplies there."
 
reasoning and explanation:
- The idea is that xenoarchs/science use this if they want to go on a
solo adventure for whatever reason (and die to random simplemobs),
without stealing the intrepid (that could be used to go to the odyssey
scenario site).
- Xenoarchs would still be allowed to use the intrepid, if it's not used
for odyssey or whatever and they want to organize a bigger expedition
with more crew (or at least I hope so, I don't make the rules).
- It's a small shuttle, but it has more than enough seating and some
cargo space. I think, at least, it is fine for a xenoarch or two and a
few passengers.
- We need a xenoarch/science shuttle like yesterday, and no one's really
shown any interest in mapping it in the past few months, so I made this.
- If anyone has a different idea and wants to map their own shuttle,
it's fine ofc. This is just my PR, anyone is free to open their own, and
the best shuttle will be merged



![image](https://github.com/user-attachments/assets/269f6369-c95a-4e78-8305-0525df30058b)

![image](https://github.com/user-attachments/assets/507fca8c-ea38-4a7b-b268-8b62acc7f543)

![image](https://github.com/user-attachments/assets/fc7857a6-2a4a-414a-a49b-3610a123c812)

![image](https://github.com/user-attachments/assets/984cfcc1-756b-4963-b6fe-b01912326eb6)

![image](https://github.com/user-attachments/assets/ca803886-925a-4449-a343-4c4f3acdbeba)

(explanation on top of description)

---------

Co-authored-by: DreamySkrell <>
2024-11-08 15:35:04 +00:00
0b4bb4ead1 Bluespace drive (#20053)
![immagine](https://github.com/user-attachments/assets/1e75f35b-b795-44ac-af96-0fecb0fedf9a)

Added the bluespace drive.
Fixed overmap projectiles not transferring correctly.
Code improvements. A lot of.

---------

Co-authored-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
2024-11-06 17:10:10 +00:00
79f97b3595 Adds a small combustion turbine to Atmos maintenance. (#19767)
Repurposes a little bit of maintenance to give Atmospherics a singular
turbine to play around with. Lockers/crates/maint loot that already
existed in that room have been shifted to adjacent maintenance areas as
to not disturb the overall balance of goodies.

The rationale behind this is that it'll give Atmos Techs something to do
and to play with once thrusters are set up, while being completely
optional. Messing around with it is never the expectation, hence the dim
lighting, its tucked away nature, and how it totally lacks prior setup
beyond necessary construction. (The SMES is empty and not upgraded, no
canisters are in place and need to be manually found and filled
elsewhere, all the pumps and computers are unconfigured, etc.)

Not really intended to replace the SM or INDRA, as combustion requires
more maintenance and upkeep due to faster cooling, and actively burns
fuel to run - plus it's only a single turbine. But it does give bored or
curious Atmos Techs something else they can play with if they feel like
it, once all the round-start stuff is done.


![image](https://github.com/user-attachments/assets/51003fca-f291-4d9d-8b5c-06ca8c8800b5)



In conclusion:


![ezgif-1-bbc246f85f](https://github.com/user-attachments/assets/9be9735f-8431-4a2a-94c1-52badf8898b0)

---------

Signed-off-by: Joshie <41561534+furrycactus@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-08-24 10:15:23 +00:00
4000daniel1andGitHub 9517dfbdd7 The Return of Laser Tag - Attempt 2 (#19747)
Adds laser tag lockers to Holodeck Alpha, along with a new laser tag
arena module.

(Hopefully with less conflicts this time)
2024-08-18 13:19:54 +00:00
FluffyandGitHub f26e4a0380 Collapse dmms (#19698)
Collapsed all the multi-z dmm maps into single-file dmms
Moved some of the map geometry into traits
2024-07-27 19:00:57 +00:00
DreamySkrellGitHubDreamySkrell <>
b488e51549 Map PDA Program - POIs (#19536)
![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/b8171abd-bb34-48cd-9d96-7d71c8a09441)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/a6def124-631c-4a2c-af62-8c9e95876502)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/2a86a7ef-7a74-4bb2-999b-431ba40c19ee)

---------

Co-authored-by: DreamySkrell <>
2024-07-24 19:42:53 +00:00
SparkyandGitHub 0666833d9a Shuttle manifest update (#19345)
Adds some new fields to the shuttle manifest:
- Destination (Per shuttle)
- Heading (Per shuttle)
- Mission (Per shuttle)
- Departure Time (Per Shuttle)
- Return Time (Per Shuttle)
- Expedition/Mission Leader (One per shuttle)
- Shuttle Pilot (One per shuttle)

Also adds the shuttle manifest to Bridge Crew PDAs by default.

<img width="458" alt="image"
src="https://github.com/Aurorastation/Aurora.3/assets/26849270/802d9a8d-9c43-4883-a5a7-d23967616766">
2024-06-26 10:16:53 +00:00
c618d3261a Animal Cafe Holodeck (#19493)
![image](https://github.com/Aurorastation/Aurora.3/assets/91219575/aea40ea8-ab81-4041-abb1-496621416047)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-06-25 14:00:29 +00:00
5082ed7db3 BAPI - mapmanip extract-insert (#19311)
![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/9b2b58ed-1709-42eb-8c61-0360cfb9f673)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/b51da86e-a263-43cd-b017-8295200056ba)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/fcc8e82c-ed13-4f4f-a609-a0c0ce0fbefc)

---------

Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
2024-06-14 14:19:40 +00:00
Matt AtlasandGitHub 77b96fa24b Revert "Overcoming Verticality - Adds ramps, extends the medical lift and fixes stair gravity." (#19411)
- The sprites are unsatisfactory and don't fit the environment.
Additionally, single-tile sprites are missing, and some areas have an
amalgamation of stairs and ramps - with ramps looking far worse than
stairs in general. Cute experiment, but I don't think it's worth it.
- The medical lift remap looks extremely awkward on live.
2024-06-10 17:56:49 +00:00
573fda4b4d Overcoming Verticality - Adds ramps, extends the medical lift and fixes stair gravity. (#19182)
Adds ramps, which function as dummy verticality like many of the stairs,
except they don't trigger the "Stairs are dangerous" response, allowing
certain areas to be more accessible.

Extends the medical lift to deck three, allowing a non-stair based way
to reach the upper department.

Fixes the "Stairs are dangerous" interaction not checking for gravity.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-06-10 12:16:10 +00:00
FluffyandGitHub aeb27e21e1 Fixed vars getting set twice in the same class (#19294)
Fixed vars getting set twice in the same class
2024-06-02 23:13:31 +00:00
LynxSolsticeandGitHub 27e616c673 Canary minor qol (#19011)
Flips the sensor and landing control sprites for the canary consoles so
they'd fit on the opposite sides, swaps the pipes around for the fuel to
thrusters, to accomodate moving the pump for the fuel can inside, and
shifts the sensors and engine control consoles around so the WSO has the
Sensors and gun, and the pilot has the engines, landing control, and
helm.

Requested by Firstact.
2024-05-01 22:34:56 +00:00
2b57e893ad ZTA -> ZAT Spellcheck (#19043)
For the longest time the Leviathan ZAT has been incorrectly labeled as
ZTA. This sweeps through all instances and renames it back to ZAT.


![image](https://github.com/Aurorastation/Aurora.3/assets/91219575/416a0288-6fa4-42c6-9b2d-c2c3137ed2a7)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-28 10:54:05 +00:00
Avery MarieandGitHub b18e52b262 Tau Ceti Celebration Event PR (#18981)
This fixes the HAPT shuttle/replaces it and adds the VIP ghost role to
the CCIA spawner for this weekends coming event, and for future use.
2024-04-20 18:13:46 +00:00
Avery MarieandGitHub faada1a9ff Machinist Remap (#18734)
The current machinist bay is extremely tight and hard to maneuver in.
It's shape is odd, and players generally do not like using it.
So, with some creative insight from @NobleRow, I remapped the entire
workshop to replace where RnD and Exploratory chemistry were.

I moved exploratory chemistry and RnD to where the old machinist shop
was. Xenoarch's artifact storage and equipment room has been merged, and
telescience is where the old artifact storage room was.

New Workshop - We do lose some maintenance space, but it is made up for
by the improved playability of an extremely popular role.
I also put the water tank in maintenance because most players do this
already.
![StrongDMM-2024-03-23 14 49
57](https://github.com/Aurorastation/Aurora.3/assets/98699252/b80a45ce-b6a3-4f6f-886d-ba73fc9560a4)



Modified xeno storage - The storage area is entirely independent from
the equipment area. Nothing really changes, aside from layout and
location. I might revisit this and give dedicated lockers instead of the
racks for the suits, however.
![Modified Xenoequipment and
storage](https://github.com/Aurorastation/Aurora.3/assets/98699252/fded1180-c1e5-441d-b0f4-121a7fffeeb2)

New RnD/Chemlab - I tried a different layout to have RnD be visible to
the hall again, but it was very bad due to the 3x3 requirement for the
machinery to optimize QOL. There is less seating in this area, but I
added folding chairs to the science storage area incase they needed more
chairs. This map change does, however, make it so science is more
'consolidated'. RnD is now directly across from the RD's office, and
much closer to the meeting room and storage area.

![ADJUSTEDSCI](https://github.com/Aurorastation/Aurora.3/assets/98699252/e69ff311-6564-4fcc-aa5c-a4d19262809b)


New telescience location - Honestly I just moved it to where it is now
because it is barely played, but would still benefit xeno-arch the most,
I think.

![TelescienceNew](https://github.com/Aurorastation/Aurora.3/assets/98699252/61d1a105-a356-4bd2-9500-749427373a22)
2024-04-06 22:56:40 +00:00
FluffyandGitHub 1b40dbce82 Updated the sound system (#18724)
* 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
2024-03-25 20:40:36 +00:00
SleepyGemmyandGitHub 03f8742586 Area Blurb Tweaks (#18701)
* Area Blurb Tweaks

* Area Blurb Message Colour

* Examine Blocks

* Le Bracket

* Baby's First TGUI PR

* Ditto

* Soul

* Comma

* Indentation

* Typo

* Unclosed Blocks
2024-03-23 17:24:34 +00:00
c59b7fa6d4 Re-adds the MOTD and adds mechanical support for ports of call. (#18570)
* 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

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-06 23:06:45 +00:00
b7b62cfcc7 Adds custom Konyang lobby music. (#18478)
* Adds custom Konyang lobby music.

* fix the credits before the police kills my ass

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-02-24 00:16:30 +00:00
Greenjoe12345andGitHub b5b3389252 commissary (#18329)
* commissary

* air alarm

* windows

* more work
2024-02-09 12:16:38 +00:00
DreamySkrellGitHubDreamySkrell <>
253e388b5b Operations stairs-lift swap (revert) (#18210)
* :(

* cc

---------

Co-authored-by: DreamySkrell <>
2024-01-20 03:46:27 +00:00
e4b83eb8a0 I've covered wars, you know - Finishes and adds the TV camera drone (#18141)
* Ports the Baystation Journalism Camera! Part 2!

* Ports the Baystation Journalism Camera! Part 2!

* map fix

* matt changes + changelog change

* embrace modernity

* includes tvcamera.dmi

* forgor

* lint fix

* map fix?

* finding da sauce of the issue

* power fix i hope

* we're so back i think

* i forgor again

* Revert "map fix?"

This reverts commit fff52660be.

* uggggh

* HEEEEEEEEELP

* matt + arrow changes

* asdasd

---------

Co-authored-by: Indie Doggus <photosandpens@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-01-11 00:26:03 +00:00
DreamySkrellGitHubDreamySkrell <>
a593ae9980 Operations stairs-lift swap (#18134)
* pain

* 5

* a

* cc

* oops

* tests rerun please

---------

Co-authored-by: DreamySkrell <>
2024-01-06 13:16:29 +00:00
cadd19beac Ports the TG globals controller and converts globals. (#18057)
* 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>
2023-12-26 01:16:02 +00:00
Greenjoe12345andGitHub d0f7791b8f fix (#18008) 2023-12-24 02:19:38 +00:00
Avery MarieandGitHub 57aadbad07 Total Command Remap + Dual Consulars and Reps (#17896)
* Command Area Remap 1/2

* Command Area Remap 1/2

Adds some rods to the construction area

* changelog

* fixes some errors

* Auto stash before merge of "BridgeRework" and "origin/BridgeRework"

* Map Is mostly done now

* Makes an XO line and unshifts the vending machines

* Plants!!

* Nearly done

* HAAAAAAAAAAAAAAA

* Lighting

* Adds the second law office area

* Fixes the area

* Assigns the areas and makes new cameras

* Makes custom area markers

* Sets the Upperdeck area

* Adds HR room and moves some things around

* fixed the area

* Creates the lounge area

* Consular Office Refinement

* bug fixes

* more bug fixes and alterations

* More tweaks

* Bug Fixes

* Removes the telecomms firing marker

* adds conference room shutters

* rearranges the shutters

* Updated changelog

If this needs more detail, let me know.

* more descriptive

* weewoo

* Access Changes

* FiXEs IndEnTaTiOnS

* I accidentally deleted a comma

* Flips the consular office and adds holopads

* Small aesthetic change to XO office

* area blurb for HRA

* Minor bug fixes

* Couple of more minor fixes

* Fixes a locker double spawning

* Fixes the power oversight

* Removes an accidentally placed apc

* Minor aesthetic changes

* Adds Yellow access requirements

* Minor Aesthetic Changes

* Adds the bridge evacuation route instructions

* notice boards for consulars

* Replaces the tiles with plating under the windows

* Takes all the lights

* fixes a door issue

* Addresses all of Arrows requests

* Meets all of Arrows requested changes

* fixes a decal

* Adds a fire lock to the engineering maintenance door D3

* Fixes a duplicate camera

* God I hate piping

* Fixes Consular Access during Blue or higher

* Actually fixes the access

* FINALLY fixes consular access

* Revert "FINALLY fixes consular access"

This reverts commit 88619f70c9.

* Actually fixes the access

* i want to die

* Adds a pinpointer and ringers as requested
2023-12-13 22:42:22 +00:00
DreamySkrellGitHubDreamySkrell <>
0ec5b46e6b Indra office (#17832)
* c

* aaa

---------

Co-authored-by: DreamySkrell <>
2023-12-01 12:10:17 +00:00
Greenjoe12345andGitHub 9c2d65d976 area blurbs system (#17741)
* blurb

* verb and changes

* alterations

* changes

* comment

* more comments and ghost show area blurb verb

* adjustments

* suggested changes + additions

* reviewed changes

* newline

* Update sccv_horizon_areas.dm

remove flags var

* Update command.dm

remove flags var here too
2023-11-24 18:24:06 +00:00