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."
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"
/>
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.
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.
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
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 |
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>
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.
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>
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>
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.
I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(
No actual code change anywhere in this PR, only comments.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
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.
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.
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.
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.
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
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.
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.
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.
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>
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.
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).
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>
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>
* 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