267 Commits

Author SHA1 Message Date
VMSolidus 30fb0f69a0 Processing Audit Part 1 (#22803)
Oh look at that, every modular computer in existence was always
processing at all times, regardless of if it was actually needed.
There's a couple more small examples I caught in my first pass, but all
of the rest are very low incidence. There are of course a very large
number of modular computers at any one point in time.
2026-07-09 21:03:42 +00:00
Casper3667 45372d6f97 Adds the Orion theme and a couple of small changes to the cargo programs (#22655)
The orion theme has arrived! This theme is intentionally not using the
orion colors, as I couldn't get them to look good and I found this theme
to feel better for the warehouse aesthetic.
Other changes include:
- It is now possible to clear the currently selected/viewed order in the
cargo control and cargo delivery programs.
- The cargo delivery program was fixed to not crash if you clicked
overview or pay before selecting an order
- It is now possible to pick a theme for the program selection screen
(see last image) for modular computers. This is currently only used for
the operations delivery tablets.
- The cargo delivery program can print invoices, if the modular computer
has a nanoprinter. One was given to the delivery tablet in the HT
locker.

<img width="800" height="800" alt="image"
src="https://github.com/user-attachments/assets/4f2de8dd-9e94-4898-9907-c97a53084771"
/>
<img width="800" height="800" alt="image"
src="https://github.com/user-attachments/assets/afc841ca-a257-4cd0-9d9d-654ba6abe8f6"
/>
<img width="800" height="800" alt="image"
src="https://github.com/user-attachments/assets/7d2e757e-79fb-4100-a373-9a378d18d6ec"
/>
<img width="1200" height="800" alt="image"
src="https://github.com/user-attachments/assets/bc2da18b-1a5c-463e-a63c-a79b10de20b0"
/>
<img width="1200" height="800" alt="image"
src="https://github.com/user-attachments/assets/441e3479-71b0-4898-a5f0-14f6441ebf97"
/>
<img width="575" height="700" alt="image"
src="https://github.com/user-attachments/assets/25e95e1a-3b1d-4a5b-bc8f-dc01ba07c107"
/>
<img width="620" height="800" alt="image"
src="https://github.com/user-attachments/assets/f68f6954-f077-40c7-b57d-d65e16b897ae"
/>
<img width="575" height="700" alt="image"
src="https://github.com/user-attachments/assets/879d97d3-e5ed-499b-9e15-5459e16ee38e"
/>
<img width="400" height="500" alt="image"
src="https://github.com/user-attachments/assets/ae7b4123-b556-438e-8d55-a826611f00bf"
/>

---------

Co-authored-by: Batrachophreno <batrochophreno@gmail.com>
2026-06-18 20:02:49 +00:00
Batrachophreno 0d92359da7 Bun, Inferno->React migration (#22529)
Re-creation of https://github.com/Aurorastation/Aurora.3/pull/21046 to
skip merge conflict hell. Brings us modern TGUI.

**ALTERNATE TITLE: TGUI HELLSCAPE PR
ABANDON ALL HOPE YE WHO ENTER HERE**

- [x] Migrate build tools (javascript -> typescript, bun for package
management).
- [x] Upgrade all TGUI dependencies and associated root files to
TG-congruent versions (axios, babel, dompurify, eslint, highlight,
marked, prettier, sass, source-map, stacktrace-parser, typescript).
- [x] InfernoJS -> React migrations
- [x] React cleanup and polish (migrate all remaining .js files to
appropriate .ts or .tsx filetype, all remaining hooks, linting, error
corrections, etc.)
- [ ] Test all remaining TGUI interfaces
2026-06-05 15:55:22 +02:00
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
Casper3667 95dac4990d Updates the health analyzer to use TGUI (#22421)
- rscadd: "Health analyzers now use a TGUI instead of outputting to the
chat."
- rscadd: "The handheld health analyzer now take 1.5 seconds to scan a
person."
- rscadd: "It is now possible to pull up the last scan on the handheld
health analyzer."
- rscdel: "It is no longer possible to switch limb mode on the handheld
health analyzer."

Beyond the above, device levels were added, primarily as a concept
though it is not implemented in full, so all the ingame health analyzers
still show the same data as before.

<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/b718300b-b377-4e1f-82ab-4d4d73560e34"
/>
<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/cbe2236e-4eca-4ab1-9dea-9fc058933e0f"
/>
<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/84010edb-867e-4062-a6ec-d2629e2fa625"
/>
<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/8b1b85d4-3a53-46c3-b63e-1e78d5797176"
/>
2026-05-18 21:46:09 +00:00
Casper3667 035a3a5657 Fixed that PDAs showed as damage when they were not (#22378)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22377
2026-04-28 23:49:37 +00:00
Matt Atlas d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00
VMSolidus a290281d14 Fix Improper Destroys (#22166)
We think the culprit behind this one was VSCode autofilling Destroy()
with . = ..()
which is improper. There's a **surprising** number of improper order
Destroy() procs in the repo, so I might as well get all of them in one
pass. Several of these files are associated with currently known hard
dels, such as the modular computer and organ related dels. More than a
couple were my own mistakes, since the Destroy() or Removed() . = ..()
behavior on signal registering objects also prevents the signal from
being unregistered, which similarly creates a hard del.

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-04-08 15:52:13 +00:00
Casper3667 f0688891dc Fixes ID cards being left behind by the residential lifts (#22162)
Adds a new var to the uninstall component that defaults to true. We only
disable it if we're trying to delete the id card too, such as by the
deleting the pda in the residential lift.
2026-04-08 15:51:35 +00:00
Casper3667 b95da0a5a2 Fixes id cards being stuck in RFID removed from modular computers (#22132)
When the RFID slot is removed from a modular computer, it now ejects the
id card in it. This occurs for example when it is destroyed by various
means.

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-04-02 12:53:49 +00:00
ElorgRHG 847cbd1aa5 Splits taking out the ID card and stored item out of modular computers into Alt clicking and Ctrl clicking respectively (#21901)
Changes:
> - rscadd: "Alt clicking a modular computer to first get the stored
card and then the item has been split to Alt clicking to get the card,
and Ctrl clicking to get the item."

It always bothered me that to get the pen out of a PDA you needed to
first take out the ID card. Well with this PR you can just Ctrl click it
to get the pen. Really cool.
2026-02-26 18:37:21 +00:00
Wildkins e4192f9b8f Lag War Day 5.5: are you serious dude (#21889)
we have a gorillion hard deletions and it turns out half of them are
because we set the "ALWAYS HARD DELETE THIS" flag rather than just like.
fixing the hard delete.

cool
2026-02-21 01:41:50 +00:00
Batrachophreno 8111a8489b Restore many missing inhand sprites for items, add/port others (#21831)
Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:

1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.

2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>


3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>

4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>

5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
2026-02-17 17:51:22 +00:00
VMSolidus 8998842f7a Large Variety Of Hard Dels (#21834)
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.

I have not yet tested this PR.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
2026-02-17 15:57:11 +00:00
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
Batrachophreno 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00
Batrachophreno 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
Matt Atlas e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
Kano 601f395b73 Small console layering fix (#21524)
Makes the consoles compatible to be positioned next to
railings/platforms, and hopefully doesn't break something I didn't
check. I broke this by accident in an earlier away site PR

Fixes #21502

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
2025-10-30 16:57:39 +00:00
Batrachophreno 6bba514a4d Misc Modular Computer Fixes/Cleanup (#21092)
Prompted by
[this](https://github.com/Aurorastation/Aurora.3/issues/21090) (Atmos
control app not reliably updating all alarms from
SSmachinery.processing). Did what I could but barring a larger refactor
of how computer programs are initialized, didn't want to burn Too much
time so implemented a Refresh button in the application interface as an
in-game fallback option.

Also fixes the bug with Loadout-spawned laptops not booting; their hard
drives were being initialized with default software due to accidental
codeblock removal
[here](https://github.com/Aurorastation/Aurora.3/pull/20660/files#diff-40a75a936400e3c347fd8c3d4c804190a63ac9be980912f6a9995efd1b296a1e).
Restored the affecting code.

Updated several other files I discovered in passing while working on
this with proper DMdocs formatting.
2025-08-03 16:12:30 +00:00
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
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>
2025-07-21 15:35:14 +00:00
Fluffy 696eae5d7b Help delete programs on modular computers (#20580)
Hopefully helps fixes some hard references being left when deleting
modular computers, in their programs
2025-03-12 09:11:55 +00:00
Fluffy f3dab68568 Area tweaks (#20391)
Reworked area changes and power define channels

No player visible changes (hopefully)
2025-02-16 18:53:46 +00:00
Wowzewow (Wezzy) e7232d04fc The Great Device Resprite and Contained Sprite-ening (#20344)
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.

Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
2025-01-24 12:16:30 +00:00
Ben 860987c6bc Golden Deep Fixes & Merchant Program Refactor (#20225)
Merchant program refactor to remove need to have subtypes, causing less
issues

Minor fixes to Golden Deep ship (gramophone is anchored)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-01-13 19:50:14 +00:00
Fluffy df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00
Ben 0fd0dd463a Synthetic Access to Shuttle Manifest (#20199)
Fixes https://github.com/Aurorastation/Aurora.3/issues/19899 that was
mostly fixed by https://github.com/Aurorastation/Aurora.3/pull/19860 by
replacing docking port program with shuttle manifest

I should be fine for AI to edit shuttle manifest considering it already
can edit records

Cyborgs given access to shuttle manifest considering that modules such
as Mining go on expeditions

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-24 12:42:18 +00:00
Matt Atlas 1da20ad33f Adds the Odyssey gamemode. (#18972)
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution

To-do:

- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
2024-11-26 20:18:43 +00:00
naut bef0f2694e Adds 'Forced Shutdown' verb to computers (#20032)
What it says on the tin. Adds a "Force Shutdown" right-click verb to
computers that allows you to forcibly terminate them. Useful in the
event the TGUI bluescreens, or the program hangs for some reason.
2024-10-14 19:26:10 +00:00
Fluffy 9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +00:00
Geeves af4da2bb06 Power Outlets (#19943)
* Added power outlets to the service area. More can be printed at RnD.
The capacitor can be upgraded to improve charging speed for connected
devices.
2024-10-04 14:53:51 +00:00
Geeves be08270531 PDA Charging Tweak (#19942)
* PDAs and other modular devices now charge from APCs even when turned
off.
2024-09-28 10:47:26 +00:00
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
Cody Brittain dc610520fe Refactor /obj/screen to /atom/movable/screen (#19852)
Part of backend stuff required for #19188. Should probably be test
merged.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-09-21 12:12:07 +00:00
Ben f52beff4d3 AI Programs such as Command and Communications now work (#19860)
AI programs added in a previous PR were not given the correct flags.
Teleport program removed as it was not needed + useless (only usable for
nearby teleporter)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-15 15:43:16 +00:00
Fluffy a3a4d46fa7 Hitby refactor (#19624)
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.
2024-07-28 20:52:08 +00:00
Fluffy 3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
Fluffy 5c8ef56a6a Added a miners app preset for the PDA, with the away manifest program (#19596)
Added a miners app preset for the PDA, with the away manifest program

Fixes #19574
2024-07-08 12:45:51 +00:00
Magisterium2022 1926b6b612 AI misc QOL updates. (#19510)
Updated the AI's hardware from basic to higher-grade versions, as they
can't typically be upgraded during a round. Added potentially useful
software which was not previously available through their downloader.
Added drone language for communications and control. Disabled the block
on electrifying doors, as law conflicts may permit it in some cases.
2024-07-01 13:11:34 +00:00
Sparky 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
Fluffy 92c3ec6caf SSthrowing (#19421)
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
2024-06-18 19:32:06 +00:00
Cody Brittain 91c081d044 Fluff examine fix (#18814)
Standard examination was in an examine box. This makes it so fluff
examines are also in a box.

Fixes #18438

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-06-02 18:42:22 +00:00
Cody Brittain d95734c606 Emissives (#18895)
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.

The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-12 20:51:45 +00:00
Cody Brittain 9983fca311 Update SSOverlays (ported from Baystation) (#19051)
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>
2024-05-01 07:46:27 +00:00
Fluffy 9bb5a8ea09 Made the Destroy proc not sleepable (#18940)
Made the Destroy proc not sleepable

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-16 20:03:23 +00:00
Fluffy fa565f0b63 sdaf (#18760) 2024-04-01 14:47:42 +00:00
Fluffy 995dbaf430 sadf (#18782) 2024-03-27 09:02:06 +00:00
Ben 5cf01af908 PAI/AI Internal Computer Hardware Bugfix (#18687)
* bugfix for pai/ai

* changelog oopsie

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-03-19 11:44:46 +00:00
Ben 35c5254e4e Law Manager Fix (#18421)
* Changelog

* Bugfix

* Random documentation update

* fix indent

* deathsquid

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-02-15 18:52:29 +00:00
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00