442 Commits

Author SHA1 Message Date
Batrachophreno 1c8c0c2221 Bugfix pile (#22823)
Fixes several runtimes from the past few weeks, some additional material
repath regressions, and the fact that if I shoot you with a stream of
ionized deuterium particles, it doesn't riddle you with cancer.

changes:
- bugfix: "Fixes emergency shields runtiming when hit by thrown
objects."
  - bugfix: "Fixes several stale global list runtimes."
- bugfix: "Fixes several health percentage checks that could use unset
initial health values."
  - bugfix: "Fixes additional materials regressions in INDRA code."
  - bugfix: "Fixes invalid fuel injector depletion math."
- bugfix: "Makes accelerated particles apply radiation damage to living
mobs they pass through."
2026-07-12 18:06:28 +00:00
Casper3667 f31aeb6595 Misc disposal fixes (#22666)
Stickers can no longer be attached to disposal machinery or conveyors,
to prevent further issues with throwing them there.
The disposal outlet sprite was set to face the wrong direction when
expelling items, for two of its directions. This was fixed.
The disposal UI constantly reopening itself was fixed.
And a set of disposal systems were added to runtime for easier
debugging.
<img width="344" height="385" alt="image"
src="https://github.com/user-attachments/assets/ff93f3e9-bfa7-480c-9d6b-c501b02ca51a"
/>
2026-06-11 10:47:14 +00:00
Casper3667 8d6e8cf5ad Fixes the destination tagger alt click pickup (#22505)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22410
2026-05-27 10:41:57 +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
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
SleepyGemmy d04d14532d Fix Watches and Add Ashtrays Examine Hint (#22219)
fixes watches referring to bluespace during the roundend timer, ashtrays
not having a examine hint about emptying vs putting it into a disposal,
and ashtrays not giving a feedback message when trying to empty a empty
one.

fixes #22209 and fixes #22215.
2026-04-15 15:06:40 +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
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
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
Wildkins 5fec421dae Destroy several sources of lag (#21422)
Destroys a ton of sources of lag:

- /obj/machinery/biogenerator/interact and
/obj/machinery/computer/rdconsole/attack_hand

Both of these call REF(src) constantly on their UI update, which also
happens constantly. Death by a thousand cuts

- /obj/machinery/button/ignition/attack_hand and
/obj/machinery/button/switch/holosign/attack_hand

Sleeps rather than timers, iterating the entire machinery list rather
than just storing the IDs we need at roundstart

- /obj/machinery/telecomms/update_icon and /obj/machinery/meter/process

Calling overlay updates WAY TOO MUCH. UpdateOverlays is a significant
overhead for the server at this point and the two of these combined are
responsible for a little over 20% of updates. They now should only
update overlays when necessary rather than every tick.

- NEW! /obj/machinery/disposal/proc/update and
/obj/machinery/portable_atmospherics/hydroponics/update_icon

These two were also offenders, worse than telecomms but better than
meters. They have also been brought into line.

- /mob/living/carbon/slime

Hard-del'd if grinded into slime extract less than two minutes after
being "born". Fixed by adding TIMER_DELETE_ME flag.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-04 11:05:07 +00:00
Batrachophreno c2f054fd81 DMdocs (#21103)
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.

I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(

No actual code change anywhere in this PR, only comments.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-08-09 12:22:56 +00:00
Batrachophreno 4f0e20b0dd Fix disposals gremlins (#21044)
Disposal bins no longer try to drain the entire atmosphere from the ship
one tiny gulp at a time.
2025-07-25 20:47:30 +00:00
Batrachophreno de7c157d94 Disposal unit - TGUI refactor (#20982)
Refactors Disposal Unit UI to use TGUI. Fixes
https://github.com/Aurorastation/Aurora.3/issues/20912
2025-07-21 19:12:51 +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
Matt Atlas 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
Batrachophreno 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
Batrachophreno ba1a757909 Wires interface must require panel to be open (#20764)
https://github.com/Aurorastation/Aurora.3/issues/18299

Original bug report was for Air Alarms always displaying their wiring
interface when interacted with, even when the maintenance panel was
still closed.

I found a few other objects which also did not correctly check if wires
were accessible before displaying the interface.

There also remains some inconsistency: some objects will always display
the wire interface when clicked on with panel open, but others require
you to have certain tools in hand too (wirecutter, multitool, etc.).
Without them in-hand, they won't give you the wire UI. I'm indifferent
to which option is better, but it should be made consistent. If someone
feels at all strongly about having tools in-hand vs. not to see the
interface, then I can also make that change with whatever the prevailing
opinion is.
2025-06-01 10:54:51 +00:00
harry 04bc9fbd13 516 compatibility for browsers (#20652)
this is a bit of

https://github.com/cmss13-devs/cmss13/pull/8646
https://github.com/cmss13-devs/cmss13/pull/8875
https://github.com/cmss13-devs/cmss13/pull/8606
https://github.com/cmss13-devs/cmss13/pull/8607
https://github.com/cmss13-devs/cmss13/pull/8359
https://github.com/cmss13-devs/cmss13/pull/7860
( and thus https://github.com/ParadiseSS13/Paradise/pull/25105
https://github.com/ParadiseSS13/Paradise/pull/25205
https://github.com/ParadiseSS13/Paradise/pull/25363
https://github.com/ParadiseSS13/Paradise/pull/26423 and
https://github.com/ParadiseSS13/Paradise/pull/26433 )
https://github.com/tgstation/tgstation/pull/89766

in order to work properly - using the efficient storage method, instead
of the byond json method - github pages needs to be enabled and built
from the gh-pages branch. because yeah

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-03-26 21:41:18 +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
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
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
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 ee930d675a Maploader tweaks (#20026)
Fixed the maploader sleeping without reinitializing SSAtoms to
initialize, which caused some runtimes in niche cases in the CI.
2024-10-09 22:52:06 +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 8f9de7c3e2 Text() away (#19850)
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.

This is based on, and should only be merged after, #19847
2024-09-21 12:46:31 +00:00
Fluffy 0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
FlamingLily 353f3f0695 Stops disposal units from sucking people in (#19725)
This isn't technically a bugfix as the original PR (#19624) intended for
this behaviour

However, after a discussion in the code channel on the discord, I think
there's near-unanimous agreement that this feature isn't wanted.
2024-07-29 19:31:54 +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 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 e6917d84e5 Fixed relaymove blocking you in place (#19595)
Fixed relaymove blocking you in place

Should fix #19569 and #19507
2024-07-09 15:41:23 +00:00
Fluffy d8d67ebd3a Refactored CollidedWith (#19541)
Refactored CollidedWith()
2024-06-29 10:01:18 +00:00
naut d63d63d78c Visual / layering fixes (#19547)
Package of a few visual changes to make things prettier-er. Also added a
helper for mapping purposes.

  - bugfix: "Carpets now show proper edges again."
- bugfix: "Fixed layering of several map items, like disposal pipes,
that were previously buried underneath turfs in the map editor (and were
invisible as a result)."
- bugfix: "Fixed observer sprites occasionally going underneath certain
objects. Their layering has been fixed."
- bugfix: "Reinforced plastic tables now show up correctly in the map
editor."
- rscadd: "Added a special 'lock' door helper that automatically locks
doors underneath it so mappers don't have to edit variables/icon states
manually."


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/53d97049-0104-491a-9a56-4d677afec536)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/a26c9cf6-1ea9-4654-bc5c-954c878efda3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/6dbee17e-6a24-4cc9-b194-4c46530020be)

Fixes #18762 
Fixes #18840 
Fixes #19101
2024-06-29 09:02:23 +00:00
Fluffy 67030cf90e Relaymove tweaks (#19489)
Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.
2024-06-22 15:13:29 +00:00
Stev-the-third b3619f283f Misc sprites: Warehouse devices, dagamuir outfit, sinta tunic and xenogun. (#19450)
Adds inhand sprites for the price scanner, destination tagger and crate
scanner.
Adds new worn sprites for the Dagamuir suit and Sinta Tunic
Adds a new inhand sprite for the Xenofauna blaster, to be in line with
other sprites at a 45 degree angle.

![Scanners](https://github.com/Aurorastation/Aurora.3/assets/61610777/bc1998e2-59ef-4a5a-9254-f117a2f4aa56)

![Unathisuits](https://github.com/Aurorastation/Aurora.3/assets/61610777/067a3c6a-4c24-4f71-a6ed-66007307a65d)

![Xenoblaster](https://github.com/Aurorastation/Aurora.3/assets/61610777/49b118a9-9966-4493-a9ce-7afac29b394f)

---------

Co-authored-by: Stev-the-third <Rose@flurf.net>
2024-06-21 05:34:27 +00:00
Fluffy c7b373ca8f Fixed destination tagger not working if the destination area has an apostrophe (#19265)
Fixed destination tagger not working if the destination area has an
apostrophe in the name.
2024-05-31 20:15:05 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +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 1f759338d8 Processing subsystems improvements (#18961)
Refactored the use of the isprocessing var into the datum flag
DF_ISPROCESSING.
Updated SSprocessing and SSmachinery to have a constant fire rate.
Updated gas cooler to be time-constant thanks to the above.
2024-04-20 20:16:08 +02:00
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
Cody Brittain 952036dbc0 Fix disposals layering in StrongDMM (#18973)
Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-17 09:44:26 +00:00
Cody Brittain c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +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 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 9fc52575dd Refactored MouseDrop_T (#18549)
* sdafas

* sdaf
2024-02-29 21:58:23 +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

---------

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