Commit Graph
2767 Commits
Author SHA1 Message Date
BatrachophrenoandGitHub 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
1f9b926ed7 Tool Qualities Framework (#22380)
This PR adds a framework for Tool Qualities. This is done via adding a
new Tool Quality Container Component, which allows any arbitrary datum
to have tool qualities, which can be checked for by other systems as
desired. These are handled as key/value pairs in an associative list,
allowing atoms to have different quality levels as a given tool, such as
being a "level 3 crowbar" and a "level 1 hammer" at the same time.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-05-15 16:49:58 +00:00
6243253ff4 Removes xenomorph from code and Vaurcae (#22412)
title. requested by realmcode from vaurca lore

---------

Signed-off-by: FearTheGabby <martinezgabby576@gmail.com>
Co-authored-by: senorsapo <70925284+senorsapo@users.noreply.github.com>
2026-05-11 18:18:41 +00:00
c#min7andGitHub 62593e66de Reade and New Gibson Origin Updates (#22415)
a bunch of changes to Reade and New Gibson origin stuff following lore
expansions
2026-05-11 18:13:04 +00:00
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
03f313a19d Moves various things to the new DBCore (#21544)
```
- server: "Changed the synthsprites to use the new DBCore"
- server: "Changed the MalfAI to use the new DBCore"
- server: "Changed the Alien Whitelists to use the new DBCore"
- server: "Changed the Requests Console to use the new DBCore"
- server: "Changed the Contracts Uplink to use the new DBCore"
- server: "Changed the Admin Ranks to use the new DBCore"
- server: "Changed the Job Bans to use the new DBCore"
- server: "Changed the Tickets to use the new DBCore"
- server: "Changed the Create Command Report to use the new DBCore"
- server: "Changed the WebInterface interconnect to use the new DBCore"
- server: "Changed the CCIA Recorder to use the new DBCore"
- server: "Changed the IPCTags to use the new DBCore"
- server: "Changed the Main Menu Poll-Check to use the new DBCore"
- server: "Changed the Client-Procs to use the new DBCore"
```

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-04-13 22:45:29 +02:00
FenodyreeAvandGitHub 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
BatrachophrenoandGitHub 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
BatrachophrenoandGitHub 7f95886215 Modmin verb organization (#22123)
Modmin QOL stuff.

changes:
- qol: "Adds tooltips to Player Panel buttons and better scales default
window size."
- qol: "Improves some verb subcategorization, mostly for modmin verbs."
2026-04-03 14:22:14 +00:00
Cody BrittainandGitHub 23789d4113 Sorts out existing projectile weapons (#22059)
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.

In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.

NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
2026-03-25 15:37:50 +00:00
33278949b1 Renames Engineer & Re-Introduction of Alt-Titles: Merge attempt (#22011)
https://github.com/Aurorastation/Aurora.3/pull/21195 is having some
weird merge issues, so this is put up to try to get it merged. No actual
changes from the other PR atm aside from merged master.

---------

Signed-off-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: KingOfThePing <cb.back@gmx.de>
Co-authored-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2026-03-11 17:34:00 +00:00
e31b9729aa Adds vampiric and changeling jumpstarters to the traitor uplink, removes them from the voting list (#21179)
This idea is from [UltraNumeron over on the
forums.](https://forums.aurorastation.org/topic/22577-merging-lings-and-vamps-with-tator-tots/#comment-181862)
Thanks/blame go to them :D


Everything subject to change, just wanted to get something potentially
testable. I imagine a proper rework of this would change much more, but
this at least lets us test "ling but with uplink and BC."

I also added a global datum for changelings, not sure if there's a
better way to turn someone into a ling already.

I think the probabilities for modes are done outside of version control,
so I could not remove the modes from the pool entirely. It may be that
we want to allow voting of these modes anyway, to allow for strictly
vamp/feeding/etc rounds, though the Horizon is more likely to teleport
into Earth orbit IRL.

I just used the same icon as the psionic jumpstarter because I didn't
want there to be anything residual left behind, like an empty implanter
~and this was easier~.

---------

Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2026-02-27 00:38:07 +00:00
WildkinsandGitHub 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
AlaunusLuxandGitHub 77378d9883 Fix runtime error when vampire draining victim with no mind (#21800)
Should fix #21792
2026-02-05 10:23:20 +00:00
fa7214de3c Adds smooth movement/atom gliding, buffs everyone's speed by 2x. (#21662)
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.

As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.

As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.



https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-02-03 17:17:11 +00:00
VMSolidusandGitHub a802b48e2a Psi Rework Part 2: Scenes From A Memory (#21736)
The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.

All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.

Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.

I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
2026-02-01 23:29:21 +00:00
Cody BrittainandGitHub 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
BatrachophrenoandGitHub 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
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
e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

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

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

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


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

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
KanoandGitHub ae68667372 Ports large object transparency from TGMC (#21508)
Ports https://github.com/tgstation/TerraGov-Marine-Corps/pull/3528
Credit goes to original coders. This PR makes large objects transparent
when something important is behind it.

For now the list of large objects and the things make them transparent
by using this component as follows:

Large objects:

- Trees
- Cranes
- Old shipping containers (new ones doesn't allow anything to go behind
it)

The things make them transparent:
- Mobs
- Carts
- Portable generators
- Nuke

## Images


https://github.com/user-attachments/assets/a4f8ddfc-0fde-4b2d-8bd8-d15e1c6e8e0b

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

| Path | Original Author | License |
| --- | --- | --- |
| code/datums/components/large_object_transparency.dm | nemvar (TGMC) |
AGPLv3 |
2025-10-30 16:57:04 +00:00
cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00
BatrachophrenoandGitHub 0b612d1653 Leanable component (#21431)
Refactors leanable code into a component, now attached to walls, (full)
windows, doors (of all types), and vending machines. See video for
example behavior.

https://github.com/user-attachments/assets/032d2cb2-17e3-4604-90b6-040e183dccd9
2025-10-04 19:50:27 +00:00
BatrachophrenoandGitHub 7196ebb10a Spacevines, Comet Expulsion event balances (#21256)
Slightly increases potency of Spacevines random seeds, and increases
range of areas which can spawn them.

Makes Comet Expulsion event populate a whole bunch of meteors on the
overmap, but most of them are just traveling in random directions. Makes
it less trivial for bridge crew to just scoot one tile to the left and
everything's fine. Tested it multiple times on local instance to find
numbers that tended to make the overmap dangerous, but not bullet-hell
levels. It should be okay for the Horizon to get hit once or thrice-
dodging them all ought to be a really nice trick. Also increased minimum
spawn distance from the edges of the overmap on round start to prevent
comet spawn from deciding 'hey fuck you' and nuking you with 4 meteors
to the face and 0 time to maneuver. That's too mean, even for me.

changes:
- balance: "Spacevines event has more area types to potentially spawn
in."
  - balance: "Spacevines event potency_min increased from 70 -> 85."
- balance: "Comet Expulsion event chances slightly increased with
greater weighting towards Bridge Crew availability."
- balance: "Comet Expulsion event now generates many overmap hazards,
mostly in random directions, to make evasion less trivial."
- balance: "Comet Expulsion event meteors now have a small chance to do
greater damage."
- balance: "Horizon and other overmap visitable sites minimum spawn
distance from overmap edge increased from 2 to 4."
  - qol: "Provided additional admin logging for Comet Expulsion event."
2025-09-15 12:12:08 +00:00
5f8233b667 Fixes planted C4 being unclickable. (#21344)
title

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-14 00:24:52 +00:00
a3a9a2ad4a Fixes armour penetration not working against mechs in melee. (#21265)
A deprecated variable in the apply_damage chain fucked up the variable
order.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-31 15:25:05 +00:00
3225d4558c Adds snakes to the game. (#21185)
Ports the snake from Baystation over to Aurora.

No snakes have been placed ingame, but they're on the Technomancer
"Summon Creature" list and the Random Animal Crate object has a chance
to spawn a snake crate.

All credit for the snake, snake_m, and snake_dead sprites goes to
Baystation. I modified the original sprite to create the snake_rest
sprite.

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2025-08-22 12:01:48 +00:00
BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00
BatrachophrenoandGitHub 0851144182 Area definitions cleanup (Horizon/Runtime) (#20914)
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.

This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.

Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.

Detailed documentation to follow after any adjustments are made to
mappers' preferences.

This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
2025-07-25 19:16:33 +00:00
Tag103andGitHub 10000d3298 Adds Intervention Day, on June 8, to the list of holidays (#21024)
To the list of holidays, adds Intervention Day, representing the end of
a cycle of ongoing collapse, humiliation and human suffering, endured by
the free nations of the world for two centuries.

The holiday is listed as "Northern Wildlands Intervention Day".

---------

Signed-off-by: Tag103 <194812614+Tag103@users.noreply.github.com>
2025-07-21 22:15:28 +00:00
BatrachophrenoandGitHub 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
BatrachophrenoandGitHub e05d5b0fcf Storytellers get antag spawner variant that opens a new actor slot (#20833)
Even worse code than the other PR. Item that, when initialized, opens up
an Actor role. Deletes itself once a player joins as one. Recycled
working code where-ever I could.

Again no changelog yet. I can't test this locally, would greatly
appreciate eyes on this if it ought to work or not.
2025-07-09 01:03:25 +00:00
SleepyGemmyandGitHub 5f9201fdf0 Transferred Typo Fixes (#20879)
this PR fixes transferred being spelled as "transfered".
2025-06-25 21:10:01 +00:00
4000daniel1andGitHub ad1179b277 Increases the max player requirement of Loner to 15 from 8 (#20745)
So it turns out the reason Loner is literally never seen is because
there HAS to be 5-8 players readied for it to even have a chance of
rolling.

15 is the max player requirement of Technomancer, so I feel it makes
sense here as well.
2025-05-11 10:21:02 +00:00
QuestioningMarkandGitHub 77bf931a9d Changeling armblade menu fix (#20665)
Did a little edit to how the menus handle the removal of the armblade
power so it actually can be re-purchased a second time after
re-evolution as a changeling.
2025-03-27 11:20:01 +00:00
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
FluffyandGitHub 86f8d6fd4f Movement update v2 (#20548)
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
2025-03-22 11:38:05 +00:00
af63b7009e Adds Reunification Day, on July 17, to the list of holidays (#20531)
To the list of holidays, adds the Day of Reunification, commemorating
the end of the second bloodiest civil war in all of human history and
honoring the millions who gave their lives to save the free world and
once again deliver mankind from its worst enemy.

---------

Signed-off-by: Tag103 <Tag1031@protonmail.com>
Signed-off-by: Tag103 <194812614+Tag103@users.noreply.github.com>
Co-authored-by: Tag103 <Tag1031@protonmail.com>
2025-03-10 08:08:15 +00:00
FluffyandGitHub c5dabb9cda Armor defines (#20563)
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)

No player facing changes
2025-03-09 21:37:46 +00:00
FluffyandGitHub 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
FluffyandGitHub 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
Wowzewow (Wezzy)andGitHub 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
eb3bc19014 A lot of bugfixes. (#20358)
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
  - bugfix: "Offships no longer send newscaster announcements."
  - bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
  - bugfix: "Fixed the foam sword sprite."
  - bugfix: "Fixed damaged wall overlays."
  - bugfix: "Fixed the INDRA field getting messed up by pointing at it."
  - bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
  - bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
  - bugfix: "The Pull psionic ability no longer pulls anchored objects."

Fixes #17739
Fixes #17369
Fixes #19535
Fixes #19166
Fixes #20184
Fixes #20165
Fixes #20164
Fixes #20117
Fixes #19961
Fixes #20231
Fixes #20277
Fixes #20346

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-01-13 22:13:44 +00:00
FluffyandGitHub 1ba0b35838 New opendream pragmas (#20260)
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)

No player facing changes (hopefully)
2024-12-29 11:12:09 +00:00
FluffyandGitHub 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
27704cc8d2 The Great Unstationing (#20269)
Replaces many references of station with SSatlas variables using
station_name().

Touches alot of things in the process (mostly moving some aspects to
New() to allow for calling of proc/variable.)

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-12-24 12:42:53 +00:00
FluffyandGitHub cb7f798e09 Comet expulsion event (#20205)
Added a comet expulsion event, coming towards the main map, if not
dodged causes some meteors that then explode, the explosion power can be
reduced by shields.
Some DMDocs, code cleanups and other things noone else cares about.
2024-12-18 10:52:19 +00:00
FluffyandGitHub 389466360e Areas and station areas work (#20195)
Refactored sorting.
Added test to verify all horizon areas (outside exceptions) are marked
as station areas.
Added test to verify shuttle areas are not marked as station areas.
Refactored how the area sorting var is made and used.
Added a global list of all areas.
2024-11-27 13:13:44 +00:00
1da20ad33f Adds the Odyssey gamemode. (#18972)
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution

To-do:

- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
2024-11-26 20:18:43 +00:00