- Adds the Caria origin, by request of human lore. Carians are vulnrable
to light, but have low light vision.
- Adds the Caria accent.
- Adds Carian flags, available in the loadout.
- Adds the Carian tribunal necklace, available in the loadout.
- All description are by Schwann.
- All sprites are by me.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms
i probably missed a lot of tcfl stuff still.
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
On one fateful day when I was playing security I spotted an Idris unit
wearing a white coat. It was all great and good until it turned and the
white changed from white to an ugly grey. This could not stand, someone
should do something with that awful sprite.
Then I remembered I'm a spriter, so here we go.
> - imageadd: "Resprited Idris Unit coats. Brown Idris Unit coats are
now teal."
NEW sprites on the top, old (current) on the bottom.
<details>
<summary>Black Idris Unit coats: </summary>
<img width="2048" height="1024" alt="black coats"
src="https://github.com/user-attachments/assets/1afb2d20-93c4-46fd-a800-13ef20631e74"
/>
</details>
<details>
<summary>White Idris Unit coats: </summary>
<img width="2048" height="1024" alt="white coats"
src="https://github.com/user-attachments/assets/ddbe6c03-42f3-49bd-b780-82344161f969"
/>
</details>
Brown Idris Unit coats were redone to be teal to comply with the Idris
palette.
<details>
<summary>Teal Idris Unit coats: </summary>
<img width="2048" height="1024" alt="teal coats"
src="https://github.com/user-attachments/assets/fb1b3824-9bf0-44ff-a519-a92497590eee"
/>
</details>
<hr>
This is how the coats looked at the time this PR was posted.
<details>
<summary>First iteration black Idris Unit coats: </summary>
<img width="3072" height="1536" alt="black Idris unit coat"
src="https://github.com/user-attachments/assets/2f4ad7d8-617f-4ef9-aef0-618b690abdb1"
/>
</details>
<details>
<summary>First iteration white Idris Unit coats: </summary>
<img width="3072" height="1536" alt="white Idris unit coat"
src="https://github.com/user-attachments/assets/37b06fb7-a6bd-4577-a372-91892ae6f518"
/>
</details>
<details>
<summary>First iteration teal Idris Unit coats: </summary>
<img width="3072" height="1536" alt="teal Idris unit coat"
src="https://github.com/user-attachments/assets/d739db17-dc0a-4083-935f-d6651e65c5b0"
/>
</details>
<hr>
This PR is NOT related to me making an IPC whitelist application. Trust
me.
Have an Idris day!
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
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>
Adds 1 new uniform for the Ve'katak Phalanx; the squad leader uniform,
intended exclusively for future off-ship use.
Credit to @RustingWithYou for the original sprites
Standardises the Ve'katak security and medical uniforms with both
existing and new variants.
Credit to @RustingWithYou for the original sprites, tweaks by @GMR25
Allows the Ve'katak medical uniform to be taken by physicians.
Changelog:
> - rscadd: "The tribunalist medical cape can now have its mantle be
rolled up, like its non-medical tribunalist counterpart."
> - rscadd: "Alt-clicking on tribunalist capes now rolls their mantles
up."
> - bugfix: "All dominian capes should now properly display as attached
to clothing in character setup preview."
I have noticed that non-Zavodskoi dominian capes never seemed to display
as attached in the character setup, and attempting to solve that made me
notice how all the capes are poorly pathed and have vestiges of code
solutions made for their old sprite variations. So this PR, which was
made in like 30 minutes, _attempts_ to fix that.
I also have noticed that the tribunalist medical cape had sprites that
allowed it to be rolled up, but the code did not support that. Now it
does. I also added an alt-click functionality to roll them up, because
why not.
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.
Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.
Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.
This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.
This PR covers the IC, OOC, and Object Tabs.
Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC
OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI
OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote
IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition
IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal
IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language
IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest
Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet
Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)
Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck
Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song
Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization
Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage
**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.
A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.
A lot of smaller files were also merged into already existing dmis where
it made sense.
Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:
**Backpacks:**
- GD Sacred Icon
**Belts:**
- Fannypack
**Gloves:**
- Gloves
- Single Glove
**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood
**Shoes:**
- Konyanger Gomusin
**Coats:**
- GD Eccentric Coat
**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**
- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**
- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)
- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.
**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Adds a generic Idris dress to the loadout, exclusive to Idris
Incorporated characters, sprited by the very talented Comet Blaze on
discord! I'd mostly see this being worn by service staff, including
ICSUs and IAUs, which currently don't have a very good generic uniform
to wear.

Mapping changes are adding the same dress to the Idris Cruiser offship.
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
Fixes accessories not showing up on suit items.
Confusingly, accessories used the "_un" uniform suffix - this changes
them to use the "_ac" suffix.
Also moved some files around to their proper place (hair pins and bows
aren't accessories, they're ear slot items, etc.)
Fixes#20361Fixes#20352Fixes#20354
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them
This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.
Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)
Anyway, that's the long and short of it. Have fun.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
**This is up for review.**
- Remaps the Golden Deep ghostrole to be better.
- Includes new uniforms for menial Golden Deep synthetics, and new
Golden Deep voidsuits.
- Includes the clothes dyer, a new item that changes the colour of
recolourable clothing to whatever the user wishes. Adds it exclusively
to the Golden Deep ship, so the merchant can customise their drip as
much as if they were in the loadout, since pretty much all of the newer
GD clothing is recolourable. Works for both the regular colour and the
accent colour.
- Uses submaps for the warehouse.
- A few semi-empty spaces exist right now which will be filled once the
sprites for what's going to go there are complete, particularly in the
great hall.
- The armoury is intended to be pretty strong - it's a cargo freighter
with very valuable cargo, so you have an unusually hard fight to get
said cargo if you board. It contains a laser rifle, a combat shotgun
(with a box of EMP shells, notably, with the idea that the Hoplan should
be particularly good at restraining other synthetics), two energy
glaives, and two pistols intended for the Hoplan. There are also two
machine pistols and two energy carbines, intended for if the Hoplan wish
to arm the rest of the crew.
- Adds the ship to Valley Hale - has the OK from lore, as far as I know.
The parent type for flight helmets defines unique head sprites for
Tajara and Unathi, intended for variations with a longer visor to
accommodate snouts. These aren't sprited for the SCC or TCAF variants,
so they just turned out invisible ingame. This sets the definition to
null for both of those until someone decides to sprite species
variations for them.
Moves the TCAF flight helmet to pilot_helmet.dm for neatness.
Resolves https://github.com/Aurorastation/Aurora.3/issues/19968
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
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.
Sandstorm damage now respects armor, and will not damage Vaurca and IPCs
as much.
Ponchos, mantles, straw hats, Unathi robes, and hoods now protect
against weather.
Sandstorms can now cause pain and impair vision if a mob's eyes are
unprotected.
Adds protective gear to Wasteland ghostroles who didn't already have it.
---------
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
* Adds uniforms and hats for the Grupo Amapola.
* Sprites made by me (Lavillastrangiato), recoloured/modified from the
Sol army uniforms.
To-do:
- [x] Make the rolled sleeves and the rolled-down suit sprites show up
- [x] Figure out why the hats aren't showing in the loadout
---------
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
Co-authored-by: Llywelwyn <lewiiswynne@gmail.com>
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>
Fixeeeeees...
* Fixes#17501
* Fixes#15349
* Fixes#18772
* Fixes#15125
* Various incorrect usages of the demonym of Medina (they've been
changed to "Madani")
* Half-fixes #18878. The flak/plates/helmet are all added to the crates,
but I couldn't fix the non-existent wear sprites.
* 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>
* New dominian uniform, capes and berets sprites + new accessories.
* ring around the roses, say goodbye
* love will survive
* rendez-vous aux prochaines règles
* the way you exist
* Changelog Whitespace Fix
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>