Adds a variety of loadout origin items from Reade and New Gibson.
_All sprites by Alsoandanswer/Wezzy._
---
**New Gibsonite Uranium Glass Accessories:**
- Adds a bracelet, ring, and necklace that are an emissive green.
- Only selectable by characters with the New Gibson origin, incl. Tau
Ceti Skrell and Tau Ceti IPCs (for lack of New Gibson-specific
skrell/ipc origins).
<img width="965" height="101" alt="accessories"
src="https://github.com/user-attachments/assets/4a235dee-28ce-485f-931d-4913853a22ef"
/>
---
**Readic Personalised Breath Mask:**
- Adds a recolourable breath mask with an oni mask-like design.
- Only selectable by characters with the Reade origin.
<img width="1331" height="107" alt="mask"
src="https://github.com/user-attachments/assets/ef500fed-bf0f-4b22-a037-0a21938e2928"
/>
---
**Reade Extreme Racing Jackets:**
- Adds an extreme racing jacket with a bi-colour design and various
decals that can be selected.
- The jacket has an action that temporarily hardens the wearer against
heat/near-void conditions for 1 to 2 minutes (though only covers the
torso and so cannot replace a soft/voidsuit).
- Only selectable by characters with the Reade or New Gibson origins,
incl. Tau Ceti Skrell and Tau Ceti IPCs (for lack of New Gibson-specific
skrell/ipc origins).
<img width="1393" height="97" alt="jacket"
src="https://github.com/user-attachments/assets/20ec051e-3fe5-49b0-ace3-5159ec8a9938"
/>
Coloured Example:
<img width="654" height="309" alt="image"
src="https://github.com/user-attachments/assets/0fc81d89-c1b3-452a-87c7-374cc1e6dd18"
/>
---
**New Gibsonite Voidsuit and Modkit:**
- Adds a sleek/high-tech engineering/ops voidsuit to contrast against
the lower tech ones.
- A modkit to convert engineering/atmospheric/mining/hangartech
voidsuits is available in the loadout.
- Has human, skrell, and tajara variants.
- A unathi variant has also been sprited but is not available ingame.
- Only selectable by characters with the New Gibson, incl. Tau Ceti
Skrell (for lack of New Gibson-specific skrell/ipc origins)
<img width="1625" height="110" alt="suit"
src="https://github.com/user-attachments/assets/330db8cd-2bc2-4745-a720-6a0409b97332"
/>
- 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>
Adds a Ceres Lance beret, armor, and new uniform in preparation for
future CL events.
Also modifies the Ceres Lance crate to contain these items and carry a
more diverse weapon mix for merc rounds and ease of spawning during
event rounds..
---------
Signed-off-by: TheStryker <thestryker289@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Adds clothing item versions of some existing shirts that were previously
only in the undershirt selection next to underwear.
Mostly graphic t-shirts.
Also adds a cropped tank top, modified from the existing tank top.
So in the effort to make it so badges display on belts, I have gazed
upon the ever so slightly better looking investigator badge and wondered
why aren't all security badges like that. So now they are like that.
Also they display on belts now.
From the changelog:
> - imageadd: "Tweaked the sprites for security badge accessories and
added belt sprites for them."
The change (left is what is being changed to right, which is what is
contained in the PR):
<img width="2048" height="1024" alt="badges and things (just badges)"
src="https://github.com/user-attachments/assets/fd0925dd-f094-47d8-afc2-1ab54ed8420c"
/>
Adds loadout entries for colorable variants of the tajaran fancy uniform
and fancy uniform with skirt.
<img width="320" height="1000" alt="kWG2Cynbbm"
src="https://github.com/user-attachments/assets/49d030b9-7bd5-4598-b3df-6139f5c45911"
/>
<img width="320" height="1000" alt="0OiS9w55Mm"
src="https://github.com/user-attachments/assets/3167f319-e89e-48d5-b418-82f5abbd3965"
/>
Sprites are just recolored/grayscaled versions of the existing sprites.
Also, I had to change the default option for the loadout entry because
the accent color button only shows up if the default option has accent
colors.
Also has variants for gold buttons vs silver buttons. I'm told
apparently there's a way to have a third colorable option but I couldn't
find it and I've already spent 5+ hours today working on a character
then PRing this for that character.
I just want blue. I'm sorry (Not really).
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 adds two passcards to represent xanan pride across the spur on the
horizon to the loadout as accessories.
Ill-fated is the creator of the sprites and descriptions, I am the
implementor by her request!
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR: xanu_passcard, nationa_militia, the item
descriptions in full. All by the_ill_fated on discord.
<img width="302" height="203" alt="image"
src="https://github.com/user-attachments/assets/39e66093-2730-4d84-8534-37c6058f3471"
/>
---------
Signed-off-by: ArbiterAmbrose <n22don2009@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Changes:
> - rscadd: "Added two new tajaran loadout options: pants and skirts +
shirts. Summer pants and dress (renamed to skirt) have been put there."
> - bugfix: "The tajaran summer dress and pants have been made into
pants slot items and should now display properly."
In the effort to fix the summer dress and pants not displaying properly
in the loadout selection they have been split up to their own respective
loadout options.
It always bothered me how the webbings (is that a proper plural form for
them?) poked out from under suit items. But then I remembered that I am
a spriter (allegedly) and can change that, so I did. Hello.
From the changelog:
> - imageadd: "Resprited engineering, medical and security webbings
(which are now thinner to not poke out from under suit clothing) and
drop pouches."
> - imageadd: "Added a proper colorable sprite for the colorable drop
pouches."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<details>
<summary> Webbings: </summary>
<img width="2304" height="1536" alt="webbings"
src="https://github.com/user-attachments/assets/03942dff-2deb-4071-992d-f42531d753cb"
/>
</details>
<details>
<summary> Drop pouches: </summary>
<img width="2304" height="1536" alt="drop"
src="https://github.com/user-attachments/assets/8ab8f5f7-2f29-4cc7-babb-e845b9ee1d44"
/>
</details>
As far as attributions go, I referenced the medical webbing from
Shiptest, and modified it for for engineering, security and medical. I
do not know which PR in particular that webbing was added added in, but
I will link the PR which I _believe_ did it:
https://github.com/shiptest-ss13/Shiptest/pull/2748
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>
I don't know what more can I say that the title of the PR didn't.
_Hopefully_ this will inspire someone to play Tajaran consulars more.
From the changelog:
> - imageadd: "Resprited all Tajaran consular clothing."
> - rscadd: "Added a female version of the NKA consular uniform."
> - rscadd: "Added Tajaran consular coats."
> - rscadd: "Added extended descriptions to all Tajaran consular
clothing items."
> - rscdel: "Removed Tajaran consular side caps."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<details>
<summary>Things resprited in this PR: </summary>
<details>
<summary>Consular uniforms and hats: </summary>
<img width="1536" height="1024" alt="officering my consular"
src="https://github.com/user-attachments/assets/90cc5ce0-ded8-4ee8-80fc-a459e4b2965f"
/>
Maybe some uniqueness has been lost, but I'm sure the large playerbase
of Tajaran consulars will be able to cope with it.
</details>
<details>
<summary>New consular coats, closed and open variants: </summary>
<img width="1536" height="1024" alt="closed by default"
src="https://github.com/user-attachments/assets/81480c66-e350-4f41-9110-194805299cfd"
/>
</details>
</details>
Short attribution section because it would feel disingenuous without it,
the NKA consular coat _has_ been inspired by sprites from this PR from
Shiptest: https://github.com/shiptest-ss13/Shiptest/pull/2685
And, of course,
Hadii's grace, comrades.
# Summary
This PR fixes kneepads not being able to be attached to pants.
- Fixes#21346
## Changes
- Change accessory slot type of kneepads to pants only.
- Added allowed pants accessory slot type to clothing/under.
## Notes
The preview for kneepads on pants in the char setup is not possible at
the moment. This is not related to the fix as it is another issue.
You can select the uniform for the kneepads in your loadout to let them
spawn in your backpack instead of having to remove them from your
jumpsuit or similar on spawn as a workaround to pants not being able to
be selected as an accessory target in the loadout.
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
It hasnt been jargon for years, and the code still had a few references
I noticed. Most of these are just icon names, which arent at all visible
on the player side, but one description for specifically the cargo order
of a item still mentioned it. Funnily enough, the actual item itself had
a correct description.
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.
<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>
<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>
<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>
I have tested this PR and have verified in my dev environment that it
works as advertised.
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.
This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.
Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This makes them wearable on the uniform slot, as previously they were
locked specifically to pant items and that made them useless with pretty
much all the department uniforms.
This PR is intended to make raskariim more playable on the station. It
accomplishes this in two ways: First by allowing raskariim the choice of
fake religion, so they are not bound to always be fake ma'ta'ke, but can
also fake being for the suns.
The second thing is the addition of 3 new charms. These charms can only
be selected by raskariim in the loadout, and is intended as being
related to one of the three sects. If a character who is a raskariim
examines the charm, they get an extra message as shown in the images,
that the owner is also a raskariim. This would allow them to have a
chance to interact, without awkwardly forcing it OOC or through out of
game talking. This message doesn't show for non-raskariim, who should IC
be unable to identify that the charms belong to raskariim instead of
just being another kind of charm.
To accomplish the above, the religion check in the loadout was also
rewritten to permit multiple religions to be listed, so that both
raskariim types can select the charms.
<img width="325" height="334" alt="image"
src="https://github.com/user-attachments/assets/751832b9-89e3-4f0f-82ef-01206bbf09d9"
/>
Sprites (all by me):
<img width="196" height="153" alt="image"
src="https://github.com/user-attachments/assets/d8e93f0f-710e-450e-9629-d37558dcc519"
/>
Examine text if raskariim:
<img width="793" height="356" alt="image"
src="https://github.com/user-attachments/assets/b75eea3d-294f-4615-b2f0-bd10bf60c103"
/>
Examine text if not raskariim:
<img width="778" height="307" alt="image"
src="https://github.com/user-attachments/assets/24b64a1f-197f-44f0-9249-e93a9ce2bffe"
/>
---------
Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
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"
/>
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.
I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(
No actual code change anywhere in this PR, only comments.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
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
This adds a fair bit:
- Splits the Hephaestus security and ERT/military uniform, since the
security uniform's description doesn't really match that of their
private military (and there is the possibility both may meet in a single
round)
- Adds a Hephaestus-colored captain's cap and gloves, which fits with
their current uniform
- Updates the cyclops uniforms to include rolled states.
- Added a Hephaestus physician's uniform and surgical outfit, and mapped
those into the ERT ship.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/under/uniforms/cyclops_uniforms.dmi (heph_military) |
[Paxilmaniac](https://github.com/Paxilmaniac) (tgstation) | CC-BY-SA 3.0
|
A companion to #20795
During discussion on this PR, it has come to my attention that no one
realized these also protect your hands and feet. And why would they,
considering their sprites do not cover said areas?
This is poor for player feedback, so these have been corrected to only
protect areas actually covered on the sprite itself. This means riot
guards still protect the hands (as well as some older un-updated
sprites), but this does make them a more attractive option in some
cases.
Adds unique coverings for Dominian Unathi.
Created in conjunction with @CaptainGecko. Adding him to the
conversation in case there are any questions; lore or otherwise.