96 Commits

Author SHA1 Message Date
Batrachophreno eebb8b971c Materials Repath (#22388)
Soft-ish port of https://github.com/NebulaSS13/Nebula/pull/540. Except
we call them singletons.

Repaths all materials as singletons instead of datums, and replaces
material defines from strings to paths so that we can just run
GET_SINGLETON instead of needing to use SSMaterials. This is Step One.

This PR has no player-facing changes.

changes:
  - refactor: "Repaths /material to /singleton/material."
- refactor: "Replaces all material string defines to path defines,
replacing SSmaterials procs w/ GET_SINGLETON instead."
- refactor: "Removes all material var edited objects from all maps,
adding new presets where necessary."
- refactor: "Updates recipes unit test to run all recipes against all
material singletons."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
2026-07-10 18:45:58 +00:00
FenodyreeAv f05f9daca3 Fixes diagonal handling and fixes ghosts being unable to jump to projectile targets (#22650)
I was calling get_ranged_target_turf which doesn't handle the corners of
the map very well,
As I was already using locate(), it now just gets the turf offset in the
same proc.

Ghosts can now jump to either the target of the shot, or the place the
shot actually hit. (In the event the target was on the other side of the
ship)
<img width="1008" height="77" alt="image"
src="https://github.com/user-attachments/assets/a295ba84-d479-4b4b-9197-1bb136882c83"
/>
2026-06-11 23:14:05 +00:00
FenodyreeAv cf585ef505 Ship combat rework (#22566)
Makes ship combat significantly more destructive (and a bit deadlier),
especially with non-explosive projectiles.

**Additions:**
- A shell that penetrates a solid (dense) structure will cause spalling.
This spall does 2-30 damage, depending on range and has a high embed
chance. These embedded chunks are large enough to be ripped out by hand.
(But you probably shouldn't). The pilot's suit has 30 ballistic armor,
so a prepared bridge crew can survive a lot of spall.
- Adds a gun that shoots any ship weapon that admins can spawn. Useful
for testing, or for adminbus where they don't want to have to spawn a
whole overmap ship.
- Made several structures destructible, vending machines, computer
frames, grilles (these were just bugged) and watertanks (and their
children). These structures could just block infinite shots and were
common enough to serve as effective armor for the horizon. These now
spawn shrapnel (of their material if it's set), in addition to sheets of
steel when destroyed.
- Added support for negative maim chance. This allows chosen projectiles
to be prevented from decapitating. No more accidentally gibbing the
bridge crew's heads. (Unless they get hit with something really really
big).

**Balance:**
- All non-explosive anti ship rounds got significant buffs. Typically
2-3x Anti-Material numbers.
- Armour piercing anti-ship rounds got massively increased penetration
stats. Typically 4-8 from 1-2.
- Doors now get destroyed in less hits, if they are hit by anti-material
projectiles. Hits to destroy -= Antimaterial / 2
- Francisca frag shells now shoot less fragments but deal more damage.
394 projectiles for every shot was a bit laggy, now it's only 280.

**Shields:**
Shields now take more power. 13-14 megawatts for a 10 strength shield.
Just inside the ship's generation capacity with both the INDRA and
Supermatter running.

Instead of deleting any projectile they are hit by, shields now have
different failure modes.
- Firstly, a piercing projectile has it's penetration reduced by the
shield strength. Eg A shot that would go through 10 walls, only
penetrates 4 after going through a 6 strength shield.
- Secondly, a projectile has it's damage multiplied by 1 - shield
strength / 10, then has shield strength subtracted from it's damage. Eg.
A damage 100 projectile, hitting a 5 strength shield, has it's damaged
reduced to 50, (100 * 0.5), then to 45. (50-5)
- Thirdly, an explosive projectile (that does not penetrate per the
first step) does not explode, but instead deals it's full damage to the
shield.

Hits to the shield now also damage the field itself, not just the shield
tile. As such, a very big hit on the shield can bring the whole thing
down, requiring an engineer to reset it.

Shields can now be upgraded with research components. Additionally,
shield generators can now support more than one capacitor. The
roundstart capacitor on the Horizon is only good enough to support a 6
strength shield.
The upgrades increase efficiency, strength loss over time and charge
speed.

**Overmap Targetting**
Previously, shells would spawn within 20 tiles of their target and aim
directly forwards. This was bugged for shots with burst, which would
instead all aim inwards and mostly miss. This is the reason the Grauwolf
(in addition to the explosion bug below) and Fransisca felt so useless,
only one of every shell in a burst would hit.

Shots now spawn at the map edge, based on the orientation of the
projectile and ship. Diagonals are now accounted for.
Shots are then aimed directly at the target selected on the console,
with 3 degrees of dispersion.

**Bugfixes:**
- Fixes lots of explosions that didn't pass a turf to the explosions
subsystem. This caused the explosion not to happen if the thing hit got
qdeled before the subsystem could get the turf to spawn the explosion
on.
- Embedded shrapnel no longer gets the initial projectile name, this
prevents it getting named shrapnelshrapnel.
- Fixes a bunch of projectile piercing bugs, mostly with grilles and
windows. Shots now go past window frames without hitting them.
- Fixes shields not having a click delay when attacked.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-06-03 16:52:13 +00:00
FenodyreeAv edb5889ebe Fixes Longbow shells exploding when mechs pick them up (#22580)
Fixes #22578
Longbow attackby now calls it's parent, which made them explode because
mech clamps are more than force 10.
2026-06-02 20:36:30 +00:00
Kano f38d497d89 Fixes not being able to write a friendly message on longbow shells (#22531)
Fixes #22517
2026-05-29 20:38:02 +00:00
ArbiterAmbrose eda591585c Clean variant: Removes helm console restrictions on silicons. (#22149)
No longer does the SCC see fit that their AI must be restricted by silly
'safety' regulations, this PR does away with restrictions around robots
piloting the helm console allowing them to drive ships where they need
to go in emergencies or low pop situations.

Clean variant from https://github.com/Aurorastation/Aurora.3/pull/22142

---------

Signed-off-by: ArbiterAmbrose <n22don2009@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-05-27 15:53:26 +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
VMSolidus 6a7e13762b Ship Projectiles Hard Del (#22473)
Fix for a hard del caused by overmap projectiles failing to clear their
walk cycle and timers consistently. This hard delete is relatively rare,
except in any kind of event involving ship combat....
2026-05-18 19:19:23 +00:00
FenodyreeAv 6f2253a658 Nerfs projectile piercing and makes it's chance based more on armour piercing than damage. (#22248)
- Projectiles now lose 30% of their damage for every pierce they go
through by default.

- Ship weapons only lose 5% damage on pierce. 
  
- The default chance was changed from (Pierce Chance (20%) + Damage, to
Pierce Chance (0%) + Damage / 4 + Armour Piercing.
This means the merc's STS, went from 55% chance to pierce, down to 30%,
with reduced damage when it does.

- Specialist anti-tank weapons, such as the PEAC, now have their pierce
chance multiplied by their anti-material potential.
This gives the PEAC 100% piercing chance.


<img width="327" height="261" alt="image"
src="https://github.com/user-attachments/assets/661904ec-3957-4116-a10b-e8a8fc14cd2d"
/>
2026-04-20 11:32:22 +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
FenodyreeAv 5f06d51da3 Projectile piercing fix (#22157)
Fixes the fact that no projectiles could pierce.
Uses the bitflags introduced in the projectile refactor.
Only some heavy rifle bullets and most ship weapons will pierce.
This also indirectly fixes how anemic all the non-explosive ship weapons
were.

This should probably also check armour piercing, the armor on a mob and
have some values tweaked for some weapons, but I wanted to keep this a
pure bugfix, so the numbers are exactly as they were before this was
broken.

Lore people might want to check their weapons to decide what they should
pierce, how much and how often.



https://github.com/user-attachments/assets/538a3a21-a796-4a81-ba53-6f91addd6785
2026-04-07 14:52:10 +00:00
Batrachophreno d313f70906 Not THAT Slow - Update Movespeed Modifiers for Smooth Movement (#22127)
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.
2026-04-04 22:25:48 +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
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
mynameasjeff 1cb25b71d6 Sol frigate fixes + Spawnweight adjustments (#21704)
Fixes several bugs and errors on the Sol Frigate after playing on it for
a round. This PR also increases the odds of the Frigate spawning in the
Valley Hale and Badlands from .75 to 1. Since the Frigate already has to
compete with 17 other offships for a chance to spawn in these two
sectors. The spawn weight remains the same in the Western Crescent
Expanse.
2026-01-18 13:42:25 +00:00
mynameasjeff ecd33388dd Small gun go blam blam blam: The Light Coilgun revive + SSRM Corvette Tweaks (#21699)
This PR aims to revive the Solarian Light coilgun from #20094 and
replaces the SSRM Corvette's Grauwolf with said Coilgun. Credit goes to
TheDanseMacabre for the sprites and code.
2026-01-14 19:29:45 +00:00
mynameasjeff 91226d4e27 Big gun go boom: The Coilgun rework + Sol Frigate tweaks (#21604)
![halo-mac](https://github.com/user-attachments/assets/b3a508e2-0627-4758-bcd2-483f9ed6abea)
Reworks the long-neglected Solarian Coilgun into a practical weapon
that's able to be used by offships, not just for events. Test firing
images below.

This PR also replaces the Sol Frigate's Longbow with the brand new
Coilgun, plus several other fixes to issues that were found during
playtesting.

### TEST FIRINGS
<img width="901" height="1023" alt="Screenshot 2025-11-16 201802"
src="https://github.com/user-attachments/assets/a9e2ef93-9cfb-4602-a258-09046c2914a5"
/>
<img width="1077" height="787" alt="Screenshot 2025-11-16 201749"
src="https://github.com/user-attachments/assets/6f588756-dd5d-47b1-b768-a43d28a438db"
/>
_Two coilgun rounds fired at the Aft of the Horizon, deck three._ 


<img width="1008" height="1012" alt="Screenshot 2025-11-16 053206"
src="https://github.com/user-attachments/assets/df44580b-7d73-4424-951e-7fd5bdcfe71b"
/>
<img width="957" height="990" alt="Screenshot 2025-11-16 053214"
src="https://github.com/user-attachments/assets/b9aa6ac9-bf36-4e7d-a94c-a7b1198c3a62"
/>
_For comparison, a full 5-round Salvo of AP-HE flak fired from the Sol
Frigate's Grauwolf at the Horizon's longbow. Note how some targets
missed the mark entirely and hit the HR and the Captain's office._
2025-12-07 01:55:21 +00:00
Batrachophreno b743c82739 Signals update to power_change() (#21421)
As title. Makes area/power_change() and area on_enter/on_exit procs both
rely on signals for machinery handling where they draw power from.
2025-10-03 15:50:29 +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
Stev-the-third b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
Fluffy 3185c10cf1 516 internal links (#20428)
Convert all (appropriate) links to use the required `byond://` for 516

Added a grep to detect incompatible ones
2025-02-20 22:54:10 +00:00
Fluffy ad563abffa Frag grenades buff (#20135)
Frag grenades projectiles now apply some agony and eyeblur.
Frag grenades projectiles have damage augmented by 3 points (~10%).
Frag grenades projectiles have an augmented chance of leaving a shrapnel
(+30%).
Frag grenades projectiles have a chance to ricochet up to 2 times.
Some code cleanup and removed some procs that were no longer used
(nothing called them anymore) from the projectile refactor.
2024-11-08 15:38:57 +00:00
Fluffy 0b4bb4ead1 Bluespace drive (#20053)
![immagine](https://github.com/user-attachments/assets/1e75f35b-b795-44ac-af96-0fecb0fedf9a)

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

---------

Co-authored-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
2024-11-06 17:10:10 +00:00
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 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
hazelrat 2ce80f7556 Adds an autocannon ship gun (#19927)
This adds the Goshawk heavy autocannon to the game, intended as a
generic gun emplacement available to be mapped into any appropriate
offship.

The AP shots are intended to be the weakest, but they do a lot of damage
on the off-chance they do hit someone. AP fires twelve shots, frag fires
nine, and HE only fires six - obviously ICly every salvo is the same
size, this is just for balance. As is currently, I'd say this is a
little stronger and generally a bit more versatile than the grauwolf.

**This is up for review.**

Credit to Noble for the spriting!
2024-09-27 10:00:27 +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
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
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 33fe9c55a1 Cleaned up the examination code (#19273)
Cleaned up the examination code a bit, added signal for atom
examination, DMDoc'd, SDMM headers.
Refactored mech missing parts code to be included in the examination.
Moved atom examine code to a separate file.
2024-05-31 21:23:58 +00:00
Ben 97661bc7fd PRA Minor Fixes and Code Documentation (#19253)
Very small fixes to PRA-related sites like the people's station and
headmaster, as well as code comment improvements to some files.

People's Station frankly has alot of bugs in part due to the system
being designed around ships, not stations

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-05-31 20:14:41 +00:00
Fluffy db5b1ee6b2 Refactored fire_act (#19158)
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
2024-05-26 20:55:36 +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
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
Ben 2b57e893ad ZTA -> ZAT Spellcheck (#19043)
For the longest time the Leviathan ZAT has been incorrectly labeled as
ZTA. This sweeps through all instances and renames it back to ZAT.


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

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-28 10:54:05 +00:00
Fluffy ab23fbdb70 Function overloads condensation (#18939)
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
2024-04-19 21:19:41 +00:00
RustingWithYou 08945fb517 Bruiser Ammo Tweaks (#18955)
Real HE Bruiser rounds now make a bigger explosion, on par with similar
high-explosive ship ammunition. The old values have been applied to the
makeshift bruiser shell.

Renames the makeshift bruiser rounds to make the differences more
apparent, and adds new descriptions to the guns and shells providing
up-to-date lore.
2024-04-18 22:55:36 +00:00
Fluffy 5888de6ea0 Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.) (#18874)
Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.)
2024-04-12 22:22:14 +00:00
Alberyk 539e2fb01f Hailstorm fixes and console updates (#18863)
-fixes the hailstorm shuttle not docking
-fixes the hailstorm pipes not connecting to the vents
-added primitive versions for the ship computers using sprites we had
but were never implemented
2024-04-08 08:28:21 +00:00
RustingWithYou 8ec5407027 Various bugfixes (#18823)
Fixes #18750, saving the lives of countless hangar technicians.
Prevents the Haneunim shuttle crash from leaving its thrusters behind.
Fixes ice exoplanet turfs being invisible.
Fixes the human mercenary helmet accidentally using the old sprites.
2024-04-01 21:44:40 +00:00
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00
Fluffy 995dbaf430 sadf (#18782) 2024-03-27 09:02:06 +00:00
Fluffy 1b40dbce82 Updated the sound system (#18724)
* sdaf

* sdaf

* sdfa

* sadf

* sfda

* gfd

* reduce thrusters volume

* sdafsadsdaf

* sdfa

* Reduced some sound ranges and made some/more not ignore walls for loops

* health analyzers too

* ivdrip adjustment

* most tools now use play_tool_sound to have the sound played, reduced range for it
2024-03-25 20:40:36 +00:00
Fluffy cf056641d3 dgdsg (#18575) 2024-03-03 19:52:57 +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
Matt Atlas 4423d03f2f Adds examine boxes. (#18370)
* Adds examine boxes.

* lint

* what kind of dreams did you dream?

* unlimited

* midgardsormr

* sdsd

* fixes

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Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-02-11 21:58:20 +00:00