6947 Commits
Author SHA1 Message Date
91a226ecfc minor TCAF fixes (#23150)
Signed-off-by: ant <98155621+beepbopbeepbop@users.noreply.github.com>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
2026-08-29 12:33:01 +00:00
ArbiterAmbroseandGitHub 25b2375811 Gadputhur Corvette Additions (#23046)
This reworks the appearance of the gadputhur corvette, adds some QOL
such as fixed airlock names, blastdoors on it's many windows, adds bulk
to the hull to reflect it's weight, and gives them the trench shovels
gadputhurians have alongside more belts.

On more controversial additions, I have given them medium power longbow
primers, which I understand was not permitted on the original addition,
aswell as a singular bunker buster shell, it is agreeable if those are
denied

One extra mag of the rifle magazines has also been added alongside one
slug magazine for the shotguns, this is not something the gadputhur
corvette couldn't do before, given they can print their own slugs so it
is still something to note but not major,

---------

Signed-off-by: ArbiterAmbrose <n22don2009@gmail.com>
2026-08-27 23:55:12 +00:00
GeevesandGitHub b5fe470856 Beanbag Launchers (#22961)
* Added less-than-lethal beanbag rounds for grenade launchers. These
have been mapped in to the armory, alongside a single grenade launcher.
More ammo can be ordered from cargo.


AI usage disclosure: The code for this was created in-part using GPT 5.6
Sol. Sprites are all my own.
2026-08-27 22:06:52 +00:00
ASmallCuteCatandGitHub b925c623f1 Re-adds the pharmacy ringer button (#23148)
Does exactly what the title says
2026-08-27 15:57:55 +00:00
Wowzewow (Wezzy)andGitHub 2e63fcdd4a Kitchen Smartheaters (#23131)
- rscadd: "Readds the internal kitchen smartheaters so chefs can have
somewhere to put their intermediate ingredients again."
2026-08-26 20:04:36 +00:00
DreamySkrellGitHubDreamySkrell <>
8468c8210c Ship gun loader auto connects to ship gun (#23101)
.

---------

Co-authored-by: DreamySkrell <>
2026-08-25 17:32:26 +00:00
rattydewandGitHub d32a59d614 Kitchen mapping fix (#23136)
Removes the two floating buttons left in the recent kitchen remap, and
swaps out a misplaced full tile.

<img width="196" height="138" alt="image"
src="https://github.com/user-attachments/assets/38b763d4-5117-481a-8fc3-a1d7ca3da577"
/>
2026-08-24 21:13:31 +00:00
antandGitHub 39007368a7 the media office returns, death to the journalist office (#23114)
linking because i dont wanna have to do the description again

https://github.com/Aurorastation/Aurora.3/pull/23100
2026-08-23 15:02:09 +00:00
DreamySkrellGitHubDreamySkrell <>
b6ac9fc625 Adds a generate_dirt var to areas (#23110)
changes:
- rscadd: "Adds a `generate_dirt` var to areas, to allow automatic
generating dirt on floor turfs."

---------

Co-authored-by: DreamySkrell <>
2026-08-22 14:41:57 +00:00
Casper3667andGitHub 36fd3660c6 Fixes the ops head lacking rad proofing (#23121)
The ops head is now rad proof. 
Fixes https://github.com/Aurorastation/Aurora.3/issues/22861
<img width="384" height="320" alt="billede"
src="https://github.com/user-attachments/assets/5c5646bb-23ce-4c3d-8318-1b2dd6fe6081"
/>
2026-08-22 01:24:05 +00:00
rattydewandGitHub 855db5e362 Offsite starlight fixes + Xanu Frigate entry point fixes (#23112)
Resolves a lot of broken exterior lighting in a few offsites/offships,
inclusive of the Xanu Frigate and Ranger Corvette. Adds a few missing
entry points to the Xanu Frigate so its gunnery nacelles can be shot
from the fore.
2026-08-20 23:39:11 +00:00
Wowzewow (Wezzy)andGitHub 4839724189 Wezzy Kitchen Tweaks (#23021)
<img width="1386" height="1387" alt="image"
src="https://github.com/user-attachments/assets/374ffb1a-e367-472c-9a80-b6570236b565"
/>

<img width="1429" height="1426" alt="image"
src="https://github.com/user-attachments/assets/0240ac66-f753-472a-bd07-bc72a8a2a2d2"
/>
2026-08-19 23:56:30 +00:00
4f27d9e777 Med Remap Quick-fixes (#23098)
Removes extra grate right above the GTR decal
Fixes broken vent right above the roller bed rack
Removes the medical sign from the recovery room
pharm requests console is no longer mounted on a window in the pharmacy
re-adds a bag of SBS to OR supplies
moves med lobby water cooler to a less weird spot
fixes the fences at the pharmacy desk queue
adds more light to ICU
adds a ringer button to outside of ICU
adds a button to toggle door bolts on the ICU airlock

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-08-19 22:50:14 +00:00
DreamySkrellGitHubDreamySkrell <>
27be532e9a External Airlock Marker (#23075)
makes `/obj/effect/map_effect/marker/airlock` into `ABSTRACT_TYPE()`

for better organization and stuff

adds:
```
/// External airlock marker, for non-docking non-shuttle airlocks.
/// Just a plain external access airlock.
/obj/effect/map_effect/marker/airlock/external
```

---------

Co-authored-by: DreamySkrell <>
2026-08-19 18:11:45 +00:00
rattydewandGitHub 49b01d4dad Holodeck fixes (#23104)
Assorted fixes for the holodecks, resolving a few of the more glaring
issues. Removes special treatment for holodeck lighting, implements an
increased reliance on actual lights inside the holodeck maps.

Will include a railing fix too - you can see how messed up they are in
both versions below - if I can figure one out.

Old: 
<img width="1028" height="646" alt="image"
src="https://github.com/user-attachments/assets/70709b0b-b703-4105-9d51-dd050133b4b5"
/>

New:
<img width="1033" height="663" alt="image"
src="https://github.com/user-attachments/assets/432c1786-c02c-41d1-839a-330563c12e79"
/>
2026-08-19 12:52:23 +00:00
ASmallCuteCatandGitHub a020ae7ccf Medical Facelift (#22917)
This PR moves some parts of the Medical department around, and also
changes the floor decal color to a more unique and less eye-smarting
shade of green.

The ICU and the storage room have been swapped. You no longer have to
trample the GTR to rush a patient to the stasis beds. Antagonists may
also enjoy an easy way to quietly steal some medical items without
having to leave maintenance.

The Medical lobby area has been shrunk to a more reasonable size and is
less of an awkward L-shaped hallway.

Pharmacy has been moved to Recovery Ward's current location, and
Recovery Ward is to the right of the Lobby.
2026-08-16 16:13:34 +00:00
FenodyreeAvandGitHub be17521156 Fixes armour checks, rubbers checking siemens and pain interrupting t… (#23023)
**_- bugfix: "Fixes all rubber bullets dealing damage twice."_**
Rubber bullets were dealing their pain damage twice, while checking if
they should shake your screen or not.

_**- bugfix: "Fixes all attacks that dealt pain damage checking siemens
coefficient. This makes everything but hardsuits and voidsuits stronger
against rubber bullets. Insulated gloves are also no longer immune to
rubber bullets."**_

Hardsuits has siemens 0.1, meaning they took 10% damage from all stuns.
Now rubber bullets check their melee armor. Hardsuits are now weaker, or
the same against stuns.

Regular armor all has siemens 0.5, they took a flat 50% reduction.
Security armour is slightly weaker to rubbers, ablative and ballistic
are much weaker. Combat armour is roughly the same, or slightly better.
Riot armour is a lot better.

Voidsuits all had better siemens than armour, all voidsuits are now
weaker against stuns.

Finally, all jumpsuits had 0.75 siemens, but no (or nearly no) armor.
Combined with the fix of them hitting twice this means that rubber
bullets previously dealt 50% more damage against people in jumpsuits
than they do now.

**_- bugfix: "Fixes pain failing to make your blurt out whatever you
were typing. Now getting shot will cause you to say whatever was in the
typing window when you were hit and close the window immediately,
allowing you to move."_**

No more getting stuck in the typing window when you're getting sprayed
down by an STS!
 

_**- bugfix: "Fixes all attacks that had manually set armour checks,
previously they ignored the armour they were meant to check and decided
what armour affected them based only on their damage type."**_

Weapons that were set to specifically target armour types, such as
explosive projectiles (rockets, etc) were instead defaulting to the
damage type they dealt. So a rocket to the head was checking your melee
armour, not your bomb armour.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
2026-08-16 16:13:03 +00:00
DreamySkrellGitHubDreamySkrell <>
3ad4c47ca2 initial_generic_waypoints be optional (#23043)
```
changes:
  - rscadd: "Overmap sector list `initial_generic_waypoints` is now optional."
  - refactor: "Small refactor of landmarks and docking markers on the SCC Scout Ship."
```

The `initial_generic_waypoints` could maybe be removed from all maps in
the future, but I didn't want a giga huge diff on this PR.

---------

Co-authored-by: DreamySkrell <>
2026-08-13 16:56:44 +00:00
FabianK3andGitHub 77019460cc Refactor round start volume of welding packs and fryers (#23027)
# Summary

This PR adjust welding packs and fryers. Welding packs now spawn empty
[on the Horizon] to encourage the persistent welding tanks and fryers
have their optimal oil level adjusted to balance out oil refills.

**Depends on https://github.com/Aurorastation/Aurora.3/pull/23005**.

## Changes

- Added new sprite for empty welding packs.
(Regular vs new low variant)
<img width="835" height="108" alt="image"
src="https://github.com/user-attachments/assets/a882bff1-901b-4b0e-8d1d-750ed4e1e83c"
/>

- Welding packs now spawn empty (only on the Horizon and during map
load).
- Deep fryer no longer contain 9 full tanks of cooking oil. They contain
100u now and make refills using the [persistent cooking oil
tanks](https://github.com/Aurorastation/Aurora.3/pull/23005) much more
reasonable. Added a wrench to the kitchen for tank handling.
2026-08-10 00:36:44 +00:00
FabianK3andGitHub b01eea5215 Fix mineral asteroid position (#23041)
# Summary

This PR fixes the mineral asteroids position not being updated after the
Horizons persistent position was applied, resulting in the asteroid
being too far away.

## Issues

- Fixes #23037
- Fixes #23039
2026-08-09 23:51:04 +00:00
hazelratandGitHub 13a202ef7d Trinarism care package (#23008)
Adds new Trinarist coif variants, a resprite for the Trinarist robes and
stave, and new Trinarist tunics.

Credit for the bulk of the spritework goes to Wezzy, I cobbled the rest
haphazardly together.

<img width="329" height="986" alt="image"
src="https://github.com/user-attachments/assets/ce3b7d6c-3a76-443f-a8a6-50b25170766e"
/>

---

<img width="286" height="932" alt="image"
src="https://github.com/user-attachments/assets/d4b1bf4d-d9c4-4835-95f0-b67e0f5a92b3"
/>

---

<img width="478" height="131" alt="image"
src="https://github.com/user-attachments/assets/f9bd0954-c024-4944-aa2b-7a3cd6233bda"
/>

---

<img width="305" height="927" alt="image"
src="https://github.com/user-attachments/assets/9f2bc04d-70fd-4766-a119-7c9e9f6d715f"
/>

---

<img width="277" height="919" alt="image"
src="https://github.com/user-attachments/assets/7a065f3d-7514-48cf-a647-15c649133d86"
/>

---

<img width="109" height="110" alt="image"
src="https://github.com/user-attachments/assets/0a5cfb66-5090-471c-b8c3-d4be8c5caab6"
/>

<img width="116" height="115" alt="image"
src="https://github.com/user-attachments/assets/8c4452d9-0a25-45d3-a763-bbdfded1d93e"
/>

<img width="115" height="108" alt="image"
src="https://github.com/user-attachments/assets/c50f8636-cde0-4290-a498-5ec6fe0bd799"
/>
2026-08-09 18:30:58 +00:00
TheStrykerandGitHub f6d688f9b6 It's Hell Out Here!: Adds a press vest to the journalist's office. (#22984)
Adds the press vest and helmet currently in the code to the journalist's
locker.
<img width="203" height="221" alt="image"
src="https://github.com/user-attachments/assets/c2aab80d-c8f0-4848-8ad9-6cd372dab164"
/>
2026-08-08 10:22:22 +00:00
nautandGitHub 2a57536660 Disposal tweaks (#22999)
The disposal "mainline," the main trunk that wraps around the whole
ship, has been painted with a yellow stripe for better distinction with
both mapping and in-game diagnostics. Relevant code has been changed (a
microscopic amount) to make the stuff actually work, too.

The yellow stuff's currently not constructable due to the colossal
amount of additional codework to make them such for minimal return.

This PR additionally makes packages able to be mailed to the machinist's
workshop properly; due to a mapping error (very easy to miss) people
weren't able to do so before.

(CL)
* Painted the 'mainline' disposal pipes yellow for better distinction
with mapping.
* Adjusted some disposal piping to be tidier.
* Packages can now once again be mailed to the Machinist's Workshop.

## Images
<img width="1274" height="780" alt="image"
src="https://github.com/user-attachments/assets/51374227-f3e7-42ca-8a13-64d278ec0d0b"
/>
<img width="1343" height="1119" alt="image"
src="https://github.com/user-attachments/assets/4ae08fe7-ce09-44a9-8158-99dece757b47"
/>
<img width="1175" height="1092" alt="image"
src="https://github.com/user-attachments/assets/5a1b3aa4-1e51-4bc1-b1f4-2f341cef8ca1"
/>
<img width="449" height="594" alt="image"
src="https://github.com/user-attachments/assets/ba44fb77-8c81-41fc-b07f-a3593e063e41"
/>
2026-08-08 10:22:21 +00:00
FabianK3andGitHub 4770cc0739 Storage tanks fill levels (#23005)
# Summary

This PR adds visual fill levels for fuel, extinguisher, water, cooking
oil and lube tanks.
The cooking oil tank now is also persistent and was added to the cargo
order manifest.

Sprites by @alsoandanswer 

## Preview

<img width="404" height="472" alt="image"
src="https://github.com/user-attachments/assets/4ff4a0dd-e790-4a63-bc1a-6e198199ee7c"
/>
2026-08-08 10:22:15 +00:00
Casper3667andGitHub 2f5d7e8422 Upgrades the research console to TGUI and adds the material silo (#22987)
This updates the research console to be a TGUI and fixes several bugs
with it.
It now uses a material silo for materials, while the acid for the
circuit imprinter is still given directly to the machine.
Mech fabricators now also need to be linked to a research console.
It is also capable of connecting to multiple fabricators and distribute
tasks between them.

The sprite originates from TG station.

Unit tests were also made to ensure there is no fabricators missing
consoles and no console missing material silos.

<img width="1200" height="800" alt="image"
src="https://github.com/user-attachments/assets/b2076036-18e5-4518-9af1-3ac3698b3924"
/>
<img width="1200" height="800" alt="image"
src="https://github.com/user-attachments/assets/e954e1e4-cf2d-4472-8386-10d8993ac375"
/>
<img width="1200" height="800" alt="image"
src="https://github.com/user-attachments/assets/df690b93-c7ff-49a3-a1b3-002f6807981b"
/>
<img width="1200" height="800" alt="image"
src="https://github.com/user-attachments/assets/ff10ef88-e1d9-4b6f-9643-309d919a601f"
/>
2026-08-06 09:34:34 +00:00
hazelratandGitHub 42bba7fa3c Sadar + Golden Deep ship fixes (#23020)
Should fix a few awkward starlight interactions in the Sadar and Golden
Deep offships.
2026-08-06 09:34:21 +00:00
KanoandGitHub 6c27e4c3c3 Fixes exoplanet turf edge icons (#23009)
## About PR
- Fixes an issue with exoplanet turf edge icons layering below the
adjacent turfs
 
- Exoplanet turfs no longer attempt to add edge icons by default,
instead this is specified wherever it's relevant (this is still enabled
by default in base floor type, and honestly shouldn't be the case since
there's maybe 10 turf types need this vs every single turf in existence,
but i don't have the energy to go through them all)

  - Removed an icon edge irrelevant turf

- Fixes exoplanet chasm turfs appearing red (no name icon in the file)
because it was trying to add edge turfs that had no icons with that name
  
  
<img width="808" height="983" alt="Screenshot_22"
src="https://github.com/user-attachments/assets/c1605ba7-eec4-4f1e-8950-c51d943dde9e"
/>

<sub>the red eye sees all, remember our promise....</sub>
2026-08-06 09:33:13 +00:00
FabianK3andGitHub 177294ca0f Fix horizon overmap loc (#22991)
# Summary

This PR fixes the persistent overmap location of the Horizon not being
applied correctly.

<sub>Not me searching for a ", 1" for ages...</sub>

Re-created from #22990 due to branching mistake.
2026-08-03 11:36:46 +00:00
BatrachophrenoandGitHub 7172d3dbe3 NTNet Extensibility (#22908)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21944

Spiritual successor of
https://github.com/Aurorastation/Aurora.3/pull/22352
Cherrypicked changes from the C3 Crew Management branch, this PR
contains all NTNet extensibility features, including Field Relay
construction, off-site camera usage (contingent on standing up remote
hardware and being out of jamming), etc. This also fixes a handful of
outstanding telecomms and view/mobeye-related bugs adjacent to where I
was working.

changes:
- rscadd: "Adds NTNet extensibility, requires new machinery constructed
on away-site z-levels."
- rscadd: "Breaks NTNet Relay machinery into Quantum Relay ('core' obj
on Horizon) and Field Relay (deployable off-site constructions)."
- qol: "Embedded cameras (basically every video camera EXCEPT those
which are installed on walls) can now be viewed from NTNet-connected
z-level, not just connected ones."
- rscadd: "Adds several public camera monitor consoles to the Horizon
(near where public sensor grid feed consoles already exist)."
- rscadd: "Adds some spare camera console boards to Horizon technical
storage."
- qol: "Adds action button for 'cancel-camera-view' verb while viewing
cameras or looking up/down z-level."
- bugfix: "Fixes Jockey comms (frequency was missing from ANTAG_FREQS)."
- bugfix: "Fixes look-up/look-down actions intermittently failing
without first using cancel-camera-view."
2026-08-02 01:24:45 +00:00
BatrachophrenoandGitHub adf9b6fd6c Deployable Kits, bugfixes (#22949)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22620

We have deployable kits in code, they work, so now we use some.
changes:
- rscadd: "Adds a Deployable Operating Table kit to the Intrepid medical
compartment."
- rscdel: "Removes the Operating Table Circuit Board and one scanning
module from the D1 Maints Workshop."
- qol: "Replaces many pre-assembled Industrial Floodlight structures
with Deployable Floodlight Kit items so as to take up less space; adds a
couple extra racks with spares."
- bugfix: "Fixes inconsistent janitorial door access (bypasses from
#22620)."
  - bugfix: "Fixes floating Research hallway camera."
  - code_imp: "Miscellaneous dmdocs audit of ACCESS_* defines."
2026-08-02 01:24:14 +00:00
hazelratandGitHub c080d4b5fe Machinist workshop remap (#22898)
Remaps the machinist workshop to fulfil a few criteria missing from
https://github.com/Aurorastation/Aurora.3/pull/22718. Particularly aims
to make the workshop more functional for IPC medical gameplay.

- The surgical theatre has been expanded so two machinists can more
practically work in the same space at the same time. In the existing
design, this portion of the workshop is far too claustrophobic. It also
has a desk.
- The exosuit chargers no longer obstruct access from the garage door.
- Resolved a lot of awkward uses of decals and platforms, which should
also make for more useable space.
- Cleaned up the wiring - both rooms are now wired to the civilian
subgrid. Previously, the main workshop area was hooked via a very
awkward line to the operations subgrid, while the theatre was wired to
civilian.
- Shifted a lot of the clutter into the robotics vendor, such as the
empty first-aid kits for medbots.
- Shifted materials crates + the crate shelf to a central position, to
make them easier to track.

Things of note for maintainers:

- It's never ideal to remap something very soon after the original
implementation, but having given this remap a full month, I think it's
had a fair chance. Having played machinist in it, the layout is very
tough to work in. It's a very cluttered environment, which becomes much
harder to look at once there's a disassembled mech cluttering the centre
with a dozen or so objects. This aims to be more intuitive to play in
and less overwhelming for players.
- The surgical theatre contains one additional IV drip, one extra O-
bag, and one organ cooler for borgings, and there are now two roller
beds accessible by the front desk. I'd rather have a more unique
solution for this problem long-term, but in the short-term it very much
sucks to have to ask to borrow a roller from medical just so you can
move a damaged industrial, given you can no longer pick that industrial
up unless you're playing a huge species.
- Otherwise, the workshop has the same resources as before and will be
able to make the same things.

(screenshot taken after testing, and prior to further changes)
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/a8eef0e3-630b-463d-b3c3-22769001b513"
/>
<img width="480" height="448" alt="image"
src="https://github.com/user-attachments/assets/535dc851-7bab-48f7-a916-a5a1f12bf650"
/>
2026-07-30 14:48:50 +00:00
FabianK3andGitHub 93658c90c3 Persistent mobile liquid tanks (#22879)
# Summary

This PR makes liquid tanks (fuel, foam, water) persistent.
2026-07-29 16:38:00 +00:00
c#min7andGitHub bb52dfdb80 getmore chocolate (and others) (#22932)
replaces some old irl chocolates with lore chocolates (mostly GetMore)

- GetMore Chocolate, replacing Hersheys/Hearsay
- GetMore Nuts, replacing the Crispy Crunch(?)/Crunchy Crisp
- GetMore Bubbles, replacing the Aero/Spacewind
- GetMore Kelp, new
- Readies, new

- basic recolour/redesc of the tau ceti bar
- basic recolour/redesc of 100k credits bar into Idris' colours

<img width="880" height="104" alt="Capture"
src="https://github.com/user-attachments/assets/7a3bb3b5-bd9f-4a92-84fb-0951f8228e95"
/>


also removes non-vegan chocolates from the vegan MRE
2026-07-29 16:33:38 +00:00
antandGitHub 091d6d84c2 XO office remap (#22909)
a pretty comprehensive remap of the XO's office, splitting it into two
separate rooms
2026-07-26 18:03:40 +00:00
ASmallCuteCatandGitHub df2e759477 Adds maintenance door that gives access to smelters in Mining (#22900)
Requested by Mineymonkey. This PR adds a door to Mining Maintenance that
allows access to the smelter, which will make it much easier for
Scientists to ugprade the smelters. Previously, they had to disassemble
a window or attempt to teleport in.

Door has the same access as the nearby one (Janitor, machinist, hangar
tech, miner, paramedic) so the Scientist will need one of the Operations
people to let them in.
2026-07-25 13:00:08 +00:00
FenodyreeAvandGitHub f2f1435e53 Adds hardsuit press to machinist's office (#22891)
Doesn't make sense that only miners get access to a tool explicitly for
creating hardsuit modules.

changes:
  - rscadd: "Adds a hardsuit module press to the machinist's office."
<img width="523" height="476" alt="image"
src="https://github.com/user-attachments/assets/27eeec56-7ed0-4670-aac2-d22d12b35c55"
/>
2026-07-23 18:32:10 +00:00
BatrachophrenoandGitHub c3029f8c4c Flags Update (The_Ill_Fated, Hazelmouse) (#22876)
**The_Ill_Fated:** new flags/banners for heap of Solarian stuff
**Hazelmouse:** new flag/banner for Axiom

Stupid Solarian Canton officially gone, sickass stripe now. All worlds
affected (either updated or added):
Callisto
Ecclesiastical Axiom
Enceladus
Europa
Ganymede
Lhokgon
Luna
Lycoris
Lycoris (Provisional)
New Hai Phong
New Peoria
Northern Reconstruction Mandate
Novo Igman
Old Mars
Pluto
Provisional Mars
San Colette
Sankt Frederick
Silversun
Solarian Biesel
Early Solarian Biesel (Tau Cetian)
Solarian Mictlan
Solarian New Gibson
Solarian Xanu
Solarian Konyang
Southern Reconstruction Mandate
Sālamasian Republic
Unity Station
Venus
Visegrad

See icondiffbot for images.
2026-07-23 15:19:55 +00:00
BatrachophrenoandGitHub e5ed03f291 GetSortedAreas safety and area unit test fixes (#22851)
Fixes a helper proc that, among other things, had quietly broken all our
area building unit tests.

Fixes every single goddamn area that had been mapped wrong because the
unit tests weren't running.

changes:
- code_imp: "Updates map_path var for mapping unit tests to be a list
instead of a var, allowing for opting-in of unit tests on by-map basis."
- code_imp: "Fire alarm directionality map test updated for (almost) all
directional wall-mounted objects, with only sccv_horizon map currently
opted-in."
- bugfix: "Adds extra safety for GLOB.SortedAreas having entries removed
but not later re-generated."
- bugfix: "Fixes all the incorrectly mapped areas on the Horizon exposed
by newly-run unit tests."
- imageadd: "Adds currently unused map_helper sprites for airlocks- prep
for future work."
2026-07-20 21:28:43 +00:00
FabianK3andGitHub 74120b7936 Update bridge/CIC escape hatch location (#22892)
# Summary

This PR fixes/updates the escape hatch locations in the bridge and CIC.

## Details

- The bridge now has it's own recommended escape hatch location marker,
it leads into the bar hallway.
- The CIC escape hatch location has been moved to a non-wall turf after
the engineering map changes below it.
2026-07-20 21:25:17 +00:00
802d3fe01f Persistency subsystem update - Generics and history records (#22114)
# Summary

This PR is the next update to the persistency subsystem. The goal of
this PR is to provide more framework like functions to allow more types
of content to be made persistent.

Currently only volatile game objects created during a round can be (*in
a [clean](https://www.youtube.com/watch?v=rZ3ETK7-ZM8) way*) saved and
made persistent. This update attempts to provide methods to make
*everything*¹ persistent.

This introduces persistent generics and history.

## Database

The following things are going to be changed and added in the database  
(open in new tab for better visibility, PNG file includes the drawIO
code):

<img width="1692" height="1041" alt="aurora_persistency_db drawio"
src="https://github.com/user-attachments/assets/ea53f419-f9aa-4592-af8f-3a8d5edf3177"
/>

**Deviations on database implementation from diagram:**  
- Removed unique constraint on history table - Prevented adding multiple
records per round per attribute.

## Framework surface changes

- MC/VV: Moved global object track register to subsystem var space.
- MC/VV: Point of interest: Added history_cache and generic_cache to
subsystem var space.
- MC/VV: Updated subsystem stat entry message, now providing information
on cache sizes of new types.
- Added `singleton/persistent_type` defines (Type, clean-up rules,
finalization hook) and macros allowing new definitions of said types.
- Added cache structures that are also used for returns on public procs
in generics and history persistent types.
- Major new framework features: Persistent history (example: Mining
yield records) and persistent generics (example: Persistent Horizon
overmap position). See documentation for more information.

DrawIO diagram for documentation, includes source in it (open in new
tab):

<img width="200" height="200" alt="Persistence-subsystem-flowchart
drawio"
src="https://github.com/user-attachments/assets/51f28331-f999-49a2-a7cc-58278f7ae416"
/>

## Tasks

(These lists are not comprehensive.)

**General**
- [x] Update DB - Write SQL scripts.
- [x] Add subsystem modular files for generics and history.
- [x] Add type definition logic, macros.
- [x] Add type-DB init logic.
- [x] Logging.
- [x] A lot of testing. *A lot.*
- [x] Changelog.
- [x] Self-Review.
- [x] Update documentation on the persistence subsystem.

**"Persistent history"**
- [x] Add init logic.
- [x] Add finalize logic.
- [x] Add framework surface procs.
  - [x] Get last record.
  - [x] Get last X records.
  - [x] Add record.
  - [x] Add character ID related validation.
- [x] Add initial example mechanic.

**"Persistent generics"**
- [x] Add init logic.
- [x] Add finalize logic.
- [x] Add framework surface procs.
  - [x] Save.
  - [x] Load.
- [x] Add initial example mechanic.

## Changes

Too many changes to be listed here - Check changelog and actual changes.

## Warning

There are certain use/test cases that *cannot* be tested locally due to
missing preexisting data in the database. This should only affect new
data structures (new persistent types), not existing data.

¹ _Large scale persistent mapping is excluded for this version._

---------

Co-authored-by: Copilot <copilot@github.com>
2026-07-19 20:56:17 +02:00
hazelratandGitHub 9f86170f94 Service mess hall touchups (#22852)
Touches the recently remapped mess hall up a bit. No real layout
changes, just a lot of interior decoration switchups, moved furniture,
and a slight expansion to the service washroom.

Now featuring tables you can sit at and still be adjacent to the kitchen
counter! There's even a couch!

<img width="1073" height="1080" alt="image"
src="https://github.com/user-attachments/assets/b967c6df-8329-4ea7-9618-6e047bab887b"
/>
2026-07-18 14:07:03 +00:00
Casper3667andGitHub fabbb38836 Makes it possible to upgrade cell chargers and craft them (#22842)
With this, cell chargers can be constructed and upgraded. They are about
double the power of a regular recharger with an equal tier of
capacitors, as that is roughly the difference they were at tier 1.
I take no responsibility for people forgetting to upgrade their power
supply to handle the extra drain. Go fetch a better cell in the APC for
that, as it worked fine in local testing when done so.

A regular recharger was added to the machinist's workshop, as they had
no way to recharge device batteries before.
2026-07-17 18:48:59 +00:00
runecapandGitHub d3018c35b3 Fixes No Breathe Trait (#22858)
No Breathe wasn't properly checked anywhere because Pressure Immunity
was doing its job by accident.
Also makes Runtime's shuttle area require power, for convenience.
2026-07-17 18:48:43 +00:00
hazelratandGitHub 637b519140 Integrates Axiom & Salamasian lore to accents and origins (#22837)
Integrates the new fluff for Axiom and the Salamasians, as seen
[here](https://wiki.aurorastation.org/index.php/Axiom), into the server.
Adds a new culture for Axiom IPCs. Removes all mentions of 'Orepit' from
the codebase.

Also adds new accent tags for each origin. I'd really much rather have
the sprites depict environments rather than flags, but I'm at a creative
deficit right now - can always edit to be more substantial later.

<img width="236" height="125" alt="image"
src="https://github.com/user-attachments/assets/c4cee6fd-984b-4873-9303-7e3fd5a8ab8f"
/>

Human origin:

<img width="987" height="617" alt="image"
src="https://github.com/user-attachments/assets/2e5de35b-509e-4b2e-8214-70d3af2fc8e8"
/>

Synthetic origin:

<img width="996" height="536" alt="image"
src="https://github.com/user-attachments/assets/862ec8f4-3607-422c-97b0-5c205a0f1836"
/>

Also adds Salamasian flags to the loadout. Sprites courtesy of Ill
Fated!

<img width="404" height="204" alt="image"
src="https://github.com/user-attachments/assets/3109c269-76a5-4d42-b3d6-1ab5dd1d5e0f"
/>
2026-07-17 11:31:52 +00:00
962f62612e Adds a tactical rescue axe for security and antags. (#22839)
Adds a cool-looking subtype of the rescue axe for security and antags.
Spawns by default in security officer and head of security lockers. It
has also been added to some antag preps (mercs, burglars, raiders) and
to the uplink (tools section, 1 BC). Sprite by TheStryker.

<img width="366" height="276" alt="image"
src="https://github.com/user-attachments/assets/c034e454-60e0-4d0b-a5ff-fd1c22f4075f"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-07-17 11:06:52 +00:00
hazelratandGitHub 556ec1cde7 Service remap fine-tuning (#22822)
Makes a large number of mostly small changes to the recently remapped
service wing, now that it's had a few days to stew. Adds urban signs for
service staff facilities and washrooms, adds such a sign to every other
washroom, and makes a little more space on the bar back counter. Also
implements significant remaps to the new service washroom and bar.

<img width="718" height="382" alt="image"
src="https://github.com/user-attachments/assets/5490ad76-3b1e-47c0-9026-984b6412893f"
/>

The washroom now connects both sides of service, and contains a washing
machine. Should make the space more useful.

<img width="632" height="598" alt="image"
src="https://github.com/user-attachments/assets/401da10c-7410-4e4c-8b12-a0575fb6db19"
/>

The bar's drinks vendor and showcase have been moved into the centre
with full density.

Cons of this design:
- It's cramped compared to the current design, which may lead to
congestion.

Pros of this design:
- The vendor and showcase are no longer pixel shifted! You can now move
them about without dismantling tables. The showcase is also close to the
counter, which may be useful on the off-chance it's ever resprited to
not just be a fridge.
- The bar is now more packed, which I think feels more appropriate for a
ship service facility than the current design.
- You can lean on the vendor (as seen above!) to alleviate issues with
congestion. It's designed similarly to the kitchens 1-turf lanes in
that, insofar as there's only two bartenders, it's impossible to be
blocked from getting to one turf in the bar by someone else unless they
are standing on the exact turf you want to be standing on, without
leaning. Doesn't scale well above two bartenders, but there frankly
isn't enough gameplay for 3+ to begin with anyway.

<img width="224" height="256" alt="image"
src="https://github.com/user-attachments/assets/74494b55-e070-4277-b73b-b348b3d5d5f2"
/>

Rejigged the karaoke lounge's turfs a little. The sofa is now red rather
than orange.

<img width="384" height="256" alt="image"
src="https://github.com/user-attachments/assets/e3f989ef-d1d7-4a89-81fa-8d59287eba95"
/>

Did the same with the public garden, to fit in better with the rest of
the department.

<img width="128" height="96" alt="image"
src="https://github.com/user-attachments/assets/94705f68-42a4-40a2-842d-f1f17f022718"
/>

The navigation console has a chair now.

Doesn't meaningfully conflict with
https://github.com/Aurorastation/Aurora.3/pull/22801, and doesn't really
touch the kitchen or hydroponics.
2026-07-14 21:23:18 +00:00
ASmallCuteCatandGitHub 982afded46 Adds a sign, and applicable sprite, to indicate that an area is shielded against the Radiation Storm event. (#22676)
Modders/Mappers resource for now. Does as the title says. The sprite's
in, the sign's coded, but I didn't actually place any of these around
the ship.
2026-07-14 20:07:48 +00:00
ASmallCuteCatandGitHub f66d3f8849 Some requested tweaks to the kitchen (#22801)
Corrects some minor oversights. Kitchen supplies now spawn on the
kitchen counters once more, added a soda machine that I forgot to add,
removes an extra oven, and puts the dinnerware vendor where the oven
was.

The freezer is also less potentially lethal. Turns out I don't know the
Kelvin scale
2026-07-12 18:06:41 +00:00
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
Casper3667andGitHub 0f6f608415 Removes all mapped in ashtrays from the horizon (#22799)
Things get crazy with mapped in persistently spawning objects.
2026-07-08 19:40:42 +00:00