263 Commits

Author SHA1 Message Date
VMSolidus 1fbead50af Mob Ref Cleanup Part 3 (#22599)
Part 3 of the Mob Destroy Refactor, this time going through the entire
list of every ref stored up to a mob/human, and (attempting) to verify
and cleanup every possible circular ref. This PR also fixes some
mistakes made with cleaning up UI elements, namely that tgui's really
don't like it when you qdel them, and screen objects also weren't always
clearing their own references if Qdel'ed directly. There were several
niche situations too where circle refs might be retained by a mob. I
also found an issue where static lights were only cleaned up on
/atom/movable/ but actually existed farther up the chain on /atom. I
don't know if any /atoms that aren't /atom/movable ever get static
lights, but the fact that they can be needs to be correctly accounted
for.

I can't possibly have gotten all of them, but this is every single one I
could find after 3 hours of work.
2026-06-11 10:47:56 +00:00
VMSolidus 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00
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
Batrachophreno 9a496cb57b Openspace mimics stop lingering (#22344)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22296

This appears to have been caused by an excessively long timer delay in
the destruction of the 'mimic' object created when an AM is viewable
from above through an openspace turf. Now, when transitioning up a
staircase or ladder to a higher z-level, mimics of yourself and any
objects you may have been pulling are no longer still visible for 10
seconds.

I do not know exactly why the original timer was set for so long.

I did not detect any performance issues or harddels when testing it
(knocking a bunch of random holes in the the 2nd floor of runtime and
setting a bunch of greimorians loose on the 1st floor so that their
openspace mimics would be continually created and destroyed.
2026-04-26 14:10:23 +00:00
Batrachophreno 0c342878e5 Engineering spriting (detailing & port), portable shield balance, bugfixes (#21862)
EXTREMELY MINOR MISCELLANEOUS CHANGES TEEHEE

changes:
- imageadd: "Adds +bolted, +welded, +lights overlays to several large
machines for easier visual identification of whether or not clicking on
that emitter will kill you or not, etc."
- imageadd: "Modifies the base of the Shield Wall Generator sprite to
better match that of the Emergency Shield Projector (and so they can use
the same overlays mentioned above)."
- imageadd: "Tweaks the Emitter's directional sprites slightly so that
the base doesn't seem to change shape quite so drastically when
rotated."
- imageadd: "Ports very pretty space heater sprites made by Wallemations
and vinylspiders from /tg/."
  - imageadd: "Adds unique sprites for Old and Heavy-Duty power cells."
- balance: "Increases power draw and range of Emergency Shield
Projectors."
  - balance: "Increases power draw of Shield Wall Generators."
- balance: "Greatly reduces time for debugger to fix APCs corrupted by
electrical storms."
- balance: "Increases multi-z shield capacitor reserve charge and
maximum throughput, so that high-strength shields can actually be run
(at high power draw)."
- balance: "Tweaks the INDRA power output formula to scale better with
increasing temperature."
- balance: "Slight adjustments to space heater efficiency formula with a
friendly handwave to entropy."
- balance: "Old power cells have a 5% chance to be defective and have
slightly lower maxcharge than standard cells."
  - qol: "Adds extended examine hints to engineering objects."
- qol: "Extends list of object types which INDRA core field will
interact peacefully with."
- qol: "Improved space heater UX (chat msgs changed to balloon alerts,
audible feedback, etc.)"
  - code_imp: "Updates many code comments to use DMdocs."
- code_imp: "Consolidates various shield generation machine sprites in
scattered across multiple files into a single shield generator machines
sprite file."
  - bugfix: "Fixes Emergency Shield Projector hard del issue."
- bugfix: "Emergency Shield Projector now shuts down as intended if the
area's APC gets completely drained."
- bugfix: "Firing the gyrotron into the INDRA while no reactants are
present will no longer generate heat."
  - bugfix: "Fixes INDRA runtime."
- bugfix: "Fixes Power Monitoring app not displaying grid sensors when
run from a modular computer held in-hand."
  
  Bolted/welded down Emitter:
<img width="130" height="101" alt="Screenshot 2026-02-13 123842"
src="https://github.com/user-attachments/assets/8357b5ea-77e6-46f7-b4a0-724aaa141cef"
/>

Modified shieldwall sprites (with old ones for comparison)
<img width="667" height="103" alt="Screenshot 2026-02-13 111422"
src="https://github.com/user-attachments/assets/2b1e849e-f955-49cb-b094-0bef098a754f"
/>

Shields actually useful for damage control now (though they'll blow
through APC charge if you go as crazy as this):
<img width="804" height="891" alt="Screenshot 2026-02-13 124245"
src="https://github.com/user-attachments/assets/39268b42-5abe-4a3b-ba8a-a18bdc63873e"
/>

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/atmos.dmi (all "sheater*") | [Wallemations, VinylSpiders
(/tg/station #93800)](https://github.com/tgstation/tgstation/pull/93800)
| CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-11 16:39:54 +00:00
VMSolidus 0a28af6235 Fix Shutters Bug (#21947)
Fixes the shutters bug by reverting back to the original version of
turf_hand_component
2026-03-01 06:41:39 +00:00
Wildkins e1770df81e Lag War Day 4: Under Pressure, High Voltage (#21878)
Replace /datum/gas_mixture/proc/return_pressure with XGM_PRESSURE(xgm)
macro. Having such a relatively simple statement contributing proc
overhead to procs called millions of times is ridiculous

Rename /datum/gas_mixture/proc/zburn to react, deleting the old react
which was just an alias for it. Free proc overhead

Turn check_combustibility into a macro CHECK_COMBUSTIBLE(is_cmb, xgm).
also rewrite it slightly so that it only needs to do one pass. Its a bit
nasty so I apologize for that, but speeeeed.

Delete most powernet and obj/machinery/power procs for handling power,
replacing them with macros. The fact that we were unironically calling a
draw_power() on APCs to call draw_power() on their terminals to call
draw_power() on their powernet every single process tick was insane.

Turn `between` into a macro alias for clamp() since the param order is
different

turn `Percent` into a macro AS_PCT

Rewrite significant chunks of update_canmove so its not quite as
horrifying of a proc and hopefully doesn't eat the entire mob subsystem
every movement now
2026-02-27 00:35:41 +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
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
Kano ba07ebeb30 Fixes AI eye being unable to traverse Z-levels (#21708)
## About PR

Fixes a bug introduced in #21626. I misunderstood the purpose of a check
which was allowing eyeobjects to Z-travel, my bad!

- Fixes #21695
2026-01-14 17:01:07 +00:00
Kano 58570e035a Adds base planning blueprints (#21626)
## About PR

Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!

Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.

Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.

## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
2025-12-19 23:26:56 +00:00
Batrachophreno af0312c7d4 Bugfix batch (Pesticide Edition) (#21556)
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535

Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.

changes:
  - spellcheck: "Renames 'gibber' to 'autobutcher'."
  - code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
  - code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
  - bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
  - qol: "Updated various examine hints."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-11-11 10:56:12 +00:00
Matt Atlas 94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
Batrachophreno 088a71aacd Bugfixes (#21460)
Fixes https://github.com/Aurorastation/Aurora.3/issues/14594
Fixes https://github.com/Aurorastation/Aurora.3/issues/19524
Fixes https://github.com/Aurorastation/Aurora.3/issues/19525
Fixes https://github.com/Aurorastation/Aurora.3/issues/19554
Fixes https://github.com/Aurorastation/Aurora.3/issues/19565
Fixes https://github.com/Aurorastation/Aurora.3/issues/19669
Fixes https://github.com/Aurorastation/Aurora.3/issues/19739
Fixes https://github.com/Aurorastation/Aurora.3/issues/19751
Fixes https://github.com/Aurorastation/Aurora.3/issues/20323
Fixes https://github.com/Aurorastation/Aurora.3/issues/20530
Fixes https://github.com/Aurorastation/Aurora.3/issues/21008
Fixes https://github.com/Aurorastation/Aurora.3/issues/21370
Fixes https://github.com/Aurorastation/Aurora.3/issues/21375
Fixes https://github.com/Aurorastation/Aurora.3/issues/21438
Fixes https://github.com/Aurorastation/Aurora.3/issues/21456

changes:
- balance: "Budget insulated gloves no longer able to be manually
restocked in YouTool (random insulation coefficient reroll exploit)."
- bugfix: "Replaces missing req_access values from D3 Medical Equipment
Storage."
- bugfix: "Emitters can be rotated again (alt-click lock toggling
disabled)."
  - bugfix: "Lights no longer explode when toggled off and on."
  - bugfix: "Langchat images now pop up for untranslated speech."
  - bugfix: "Cyborgs can no longer flip Plasteel Barricades remotely."
- bugfix: "Fixes ghost vision inconsistently toggling when Following
mobs."
- bugfix: "Removes deprecated 'Gender and Pronouns' section from
Appearance Changer (has been replaced by 'Pronouns' section)."
- bugfix: "Offship locations will not print Mining Yield Declarations
saying they're from SCCV Horizon."
- bugfix: "Simple mobs which target their surroundings (destroying
tables windows etc) will not do so if inside a container."
- bugfix: "Newscaster Announcements channel now logs announcements made
by heads of staff."
- bugfix: "Held phoron- or chlorine-contaminated items will respect if
you're wearing a sealed suit or thick gloves (that is to say, if the
gloves provide fire protection)."
  - bugfix: "Fixes runtime in Electrical Storm event."
- bugfix: "Fixes some bounties returning 0 credit reward due to rounding
issues."
  - bugfix: "Removes old fusion debug vars, fixed outdated maths."
- bugfix: "Fixes Horizon kitchen alt fridge being swapped w/ empty
freezer."
- bugfix: "Fixes chameleon projector sometimes turning user invisible."
- bugfix: "You are again able to push an object currently being pulled."
- bugfix: "Command Support roles which start with flash-protective
sunglasses can now also choose them in their loadout."
  - code_imp: "Updates more code comments to DMDocs."
  - code_imp: "Corrects poison/venom for greimorian variable naming."
  - rscadd: "Adds missing fire alarm to Paramedic Quarters."
  - rscadd: "Holomap now respects and displays outer hull structure."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-10-30 18:14:42 +00:00
Mnemeory 5a1bd08d69 Bar Remodel; Control Hub; and Idris Smart Switch (#21437)
This PR does the following:
1. Creates a control hub variant to eliminate the need for using
multiple buttons (mostly so the bar wouldn't have like 5 of them, and i
could make it prettier, but it's extendable for other button
types/locations).
2. Creates a light switch variant which controls the color and
brightness of the lights in the area it's placed in.
3. Creatures a secure safe variant which relies on an ID, instead of an
access code.
4. Remodels the Bar

###IMAGES/VIDEO
<details>
**<summary>Control Hub/Idris Smart Switch</summary>**


https://github.com/user-attachments/assets/8b16698a-df50-444e-8428-d85ac07ddbbf
</details>

<details>
<summary> Bar Remodel (Final as of Oct. 17, 2025) </summary>
<img width="652" height="649" alt="finalbar1"
src="https://github.com/user-attachments/assets/3f8a9a47-ebb6-447d-906a-695dd3f200ce"
/>
<img width="977" height="952" alt="finalbar2"
src="https://github.com/user-attachments/assets/f09e48a3-8d3c-4922-9e2b-0e65f5ac2540"
/>
<img width="590" height="548" alt="finalbar3"
src="https://github.com/user-attachments/assets/923e0763-fe6c-4428-9556-9d98b869327b"
/>
<img width="655" height="596" alt="finalbar4"
src="https://github.com/user-attachments/assets/13ce66af-6e6e-4b93-b9b3-b21d5290d0f8"
/>
<img width="499" height="465" alt="finalbar5"
src="https://github.com/user-attachments/assets/98d54f51-1422-4a50-9806-aa9d20ee112e"
/>
<img width="727" height="482" alt="finalbar6"
src="https://github.com/user-attachments/assets/b16c12bf-91e1-4668-930b-db2fd0dbaf31"
/>
<img width="692" height="638" alt="finalbar7"
src="https://github.com/user-attachments/assets/c994ea1c-d46d-4988-b5d8-5ac465b4bee9"
/>
<img width="432" height="877" alt="finalbar8"
src="https://github.com/user-attachments/assets/765a451c-e88a-4f19-a40c-716aa376d7c2"
/>

</details>
2025-10-19 10:19:06 +00:00
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
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>
2025-10-16 11:39:15 +00:00
Kano 2d9d4ce4b6 Cargo elevator overhaul (#21430)
## About PR

Implements an animation logic heavily inspired from CM-SS13 elevators.
Elevator hatch and shaft sprites are courtesy of @KingOfThePing!

Currently if something is standing on the hatches when the elevator is
arriving, they'll be sent to CC level, fall, get paralyzed and severely
injured enough to have broken bones/arterial bleeding.

This PR also fixes cargo announcement screens not displaying elevator
ETA.

## Images

<details><summary>Elevator arriving</summary>
<p>



https://github.com/user-attachments/assets/34879994-d10b-4cb6-959e-314ec20411b8

</p>
</details> 

<details><summary>Elevator departing</summary>
<p>


https://github.com/user-attachments/assets/c345fd3b-07eb-4922-9b28-31cf40842da1

</p>
</details> 

<details><summary>Unfortunate victims falling to the pit</summary>
<p>



https://github.com/user-attachments/assets/98feac04-5d65-4383-8abc-363ce51a028a


</p>
</details> 

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/effect/224x192.dmi | KingOfThePing | CC BY-SA 3.0 |
| icons/obj/doors/retractable_railing.dmi | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/industrial_lift_raising.ogg | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/industrial_lift_lowering.ogg | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/warning-buzzer-2.ogg | Unknown -
https://pixabay.com/sound-effects/incorrect-buzzer-sound-147336/ |
Pixabay Licence |
2025-10-05 14:26:49 +00:00
Matt Atlas a3a9a2ad4a Fixes armour penetration not working against mechs in melee. (#21265)
A deprecated variable in the apply_damage chain fucked up the variable
order.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-31 15:25:05 +00:00
Batrachophreno af6c74d917 Verb organization stuff (#21131)
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"
/>
2025-08-11 15:12:56 +00:00
Matt Atlas d7706ece53 Bug fixes, init signals for mobs, density updates. (#21108)
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-06 10:18:14 +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
hazelrat 9f84a4148c Allows Storytellers to go freely between z-levels (#20806)
As title. Previously they were bound to only being able to move up or
down in microgravity, like a regular mob.

This is just using a proc copied straight from ghost/observer, there's
probably a more elegant solution - I'm curious if there would be any
negative implications to just giving everything under /ghost this
behaviour.
2025-06-22 18:09:17 +00:00
Fluffy 86f8d6fd4f Movement update v2 (#20548)
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
2025-03-22 11:38:05 +00:00
FlamingLily 2be4928b32 Fixes platforms pulling people through railings (#20627)
There was an edge case where collisions were checking the platform first
before any other obstacles on the tile and platforms were pulling people
down to "hop down" through the railings or whatever. Fixes that.
Whoopsie.

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-03-21 20:22:40 +00:00
FlamingLily cb80184958 Platforms Fixes and Hopping down them from the upper side. (#20612)
Fixes:
* Platforms blocking thrown items from moving. I believe this also fixes
maneuvering over platforms, et cetera.
* Fixed a bug that would cause platforms to become un-climbable if
climbing them was aborted early.
* Made it so that you can "climb down" a platform just by walking over
them. Climbing "Up" a platform still requires a climb action and will
block things that cannot climb, but now you can have vehicles, such as
mechs, go over a platform without needing to climb. This allows you to
piledriver someone with a mech from deck three to deck one. If you want.
2025-03-17 21:57:30 +00:00
Fluffy 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
Matt Atlas 99ed2bf2f3 Look up/down hotkeys and quality of life. (#20355)
- You can now look down open spaces by shift clicking/examining them
when they're next to you.
- You can now look up open spaces by clicking the HUD element at the top
right.
- Fixed inconsistencies with the camera getting stuck while looking up
or down. It should now be much more fluid.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-01-28 17:47:50 +00:00
Fluffy 1ba0b35838 New opendream pragmas (#20260)
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)

No player facing changes (hopefully)
2024-12-29 11:12:09 +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
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
FabianK3 1950910e67 Fixed ladder access (#20150)
### Introduction
With the port of SSthrowing from TG (see #19421) an additional check got
added to `/atom/movable/Move`. The check
```
if(!newloc || newloc == loc)
    return
```
prevents the move method from an unnecessary movement.
The method is also used by ladders to move the player to the ladder
before climbing it - With the new additional check it was no longer
possible to grab ladders if you are on the same tile, because the move
method would run the location check and return, skipping the movement,
which is correct, but results in failing to climb the ladder after all
("You fail to reach the ladder.").

This PR fixes this small but very annoying issue.

### What changed?

To not further modify the move method an additional check has been added
to the ladder-climb code to skip the move method when the player is
already on the same tile.
2024-11-14 14:14:28 +00:00
Fluffy d40d459d42 Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal.
Some tweaks to the signal.
2024-10-26 15:53:07 +00:00
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
Fluffy 30ab355943 Resolved some runtimes for mimic turfs on examine (#20097)
Resolved some runtimes for mimic turfs on examine.
All examine headers respect the proc signature.
All examine that do not explicitly need not to, passthrough the arglist
to references examine target procs.
2024-10-25 17:55:29 +00:00
Fluffy 404c90f688 Replaced the outside turfs with exoplanet ones for the digsite (#20066)
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
2024-10-20 18:49:39 +00:00
Fluffy b8902e2e16 Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
2024-10-06 21:31:01 +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
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
Matt Atlas 7d2bfe6ebb Revert "Stairs are Dangerous" (#19484)
Unfortunately most of the map is kind of unplayable or not mapped in
mind with stairs being untraversable for roller beds or wheelchairs.
Remapping every map to work with this mechanic is also not something I
am interested in.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-07-27 15:55:38 +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 1345beac4b Added the z-level manager system from TG (#19532)
Added the z-level manager system from TG, mostly
2024-07-22 13:00:38 +00:00
Fluffy d8d67ebd3a Refactored CollidedWith (#19541)
Refactored CollidedWith()
2024-06-29 10:01:18 +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
Matt Atlas 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
Sparky 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
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
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +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
Geeves 3920f83d0f Stairs are Dangerous (#9210)
* Crates, closets, rollerbeds and wheelchairs now cannot safely traverse
stairs.
2024-05-12 19:01:38 +00:00