This PR does a few new things:
1. Adds a Mass var for Movables (/Mob, /Obj) which is literally required
for me to do anything at all with Kinematics (Very routine basic
physics)
2. Adds a derived "effective mass" statistic which is generated via
signal hook, allowing sources like Skills, Drugs, Cybernetics etc to
pitch in and contribute to a user's "Strength" in certain situations
without directly modifying mass.
3. Adds a mass modifier var for species datums, while painstakingly
calibrating each and every single species with consultation from every
lore team. A baseline human gets 72.0kg of Human Reference Mass. Any
species applied to it will multiply this by a constant that
algebraically cancels out the Human Reference Mass and replaces it with
a Species Reference Mass. Changing a species via the usual procs will
reset and then re-apply the correct values.
4. Refactored Lift/Drag/Fireman to have limits and penalties based on
relative effective mass
5. Finally, to make use of all this, I've added a new Conditioning
Skill, which modifies effective mass.
The standard assumption made for Lift/Carry is based in an assumption
that a typical character should realistically be able to
lift/carry/fireman a person 1.25x their mass. Previously the fireman
carry mechanic was heavily hardcoded, and didn't have much in the way of
granularity. If I wanted to RP a character that was a bodybuilder, there
wasn't really a way to do this. With this PR, there's now a fairly large
variety of interesting breakpoints.
This also allows there to be more granularity between different species
as desired by our lore teams. For example, a Zhan is in general stronger
than a M'sai. To give an example in the breakpoints for two different
species:
Human Lift Breakpoints:
Rank 1: 90kg (lift a Skrell, Human, Offworlder, M'sai, KA, or ZA)
Rank 2: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)
Rank 3: 135kg (Lift a (Non-Industrial) IPC, Unathi)
Rank 4: 157.5kg (No new breakpoints, though you get less a movespeed
penalty from lugging around any of the above)
Can Never Lift: Industrial, Bullwark, Diona, Vaurca Ta'
Zhan Tajara Lift Breakpoints:
Rank 1: 116kg (Skrell, Human, Offworlder, M'sai, Ka, Za, Zhan, Shell, or
Diona Coeus)
Rank 2: 145kg (Non-Industrial IPC, Unathi)
Rank 3: 174kg (No new breakpoints, though you get less penalties from
the above)
Rank 4: 203kg (Juuuust barely lift an Industrial or Diona with heavy
slowdown)
<img width="1078" height="436" alt="image"
src="https://github.com/user-attachments/assets/a6802515-a827-4dc1-8734-55b604c589ab"
/>
Conditioning as a Skill sits in the Occupational category, which has
been carefully chosen and designed around to create a fairly compelling
web of opportunity costs. As a skill, it's very desireable for basically
any person that wants to play a "Muscular character" and also enjoys
fireman carrying people around, which makes it particularly useful for
hangar techs. By contrast a Paramedic might not actually need this
skill, since they can bypass the usual limits by just using rollerbeds.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
after ragebaiting all of coderbus with our 10 second sendmap ticks, i
have slapped together this bandaid fix which should help decrease server
load from all you nerds with 72,000 body markings
i know what you are
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>
This PR fixes a literally 12 year old bug, by making it so that
roundstart loadout items no longer spam the world with their on_equip
sounds. I have not however found the cause for the backpack sounds
though. That one is significantly harder to locate.
https://github.com/user-attachments/assets/54fbeada-d685-4c15-8383-d197ecf26363
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.
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them
This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.
Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)
Anyway, that's the long and short of it. Have fun.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

Fixed monkey cubes under showers from turning the game into Doom 3.
Fixed showers not showering you because of an improper early return on
wet floors.
Fixed blood overlays being wrongly cleared when you shower.
Sonme code improvements.
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 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>
* pain
* sadfas
* sdfa
* sdfasf
* sfa
* sdf
* might the lord have mercy on our soul
* i cri everidai
* adeste fideles
* sdf
* where will this lead, what's coming next, from your inventions
* dear lord
* gjvhk
* i cri everidai
* fsgf
* sdfa
* sdaf
* hiuhi
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>