Commit Graph

1583 Commits

Author SHA1 Message Date
sentry[bot] c8f3976f87 Fix statpanel obj_window null dereference 2026-05-28 18:16:54 +00:00
Casper3667 0ae5bc0574 Fixed the elevator time display and increased the elevator timer (#22510)
fixes https://github.com/Aurorastation/Aurora.3/issues/22409

The reason for the increased elevator timer was due to how rarely it
came up that the supplier time would be longer than the base 30 second
timer, so instead the two timers were combined to trial how a longer
timer would feel.
2026-05-28 10:34:33 +00:00
VMSolidus 0593b47b29 Fix Cryopod Runtime Error (#22492)
This is a fix for https://aurorastation.sentry.io/issues/7405385361 

Which I believe might actually also be one of the elusive "niche human
hard dels" that are so hard to track down since this runtime would also
prevent a key memory deallocation from occurring.
2026-05-27 15:42:01 +00:00
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
FabianK3 8855bdd0dc Fix persistent supplies (#22435)
# Summary

This PR fixes the carry logic and persistence register of persistent
supply packages.

## Changes

- Fixed proc path of additional pickup checks that was still pointing at
only delivery packages.
- Fixed eager location check on persistence register. Objects finalize
will do the same, but this will allow objects to be brought to the
Horizon with persistence registered.
2026-05-11 18:12:57 +00:00
FabianK3 9f59d9dec5 Bugfix persistence of items in inventories and persistent charge card location (#22426)
# Summary

This PR fixes two bugs with persistent items, trash and the persistent
charge card.

## Changes

- Fixed the prevention of trash in inventories becoming persistent also
preventing any items on characters becoming persistent.
- Fixed persistent charge card location on init. If the card is not in
an command area, it will be moved into the XO office, if it is in a
command area, it will stay there.
2026-05-07 20:31:08 +00:00
Casper3667 36d442beb8 Makes the ops handling fee a percentage, removes supplier fee, ability to remove approved orders and bugfixes (#22350)
- qol: "Reduced the crate fee when making operation orders."
 - bugfix: "Fixed the wording in some of the operation programs."
 - bugfix: "Fixed the delivery app showing deliveries it shouldn't."
- bugfix: "The cargo control program now properly display status
messages."
- balance: "Supplier fee was set to 0 for all current suppliers,
eliminating the 20 credit charge per supplier."
- balance: "The operations order handling fee has been turned into a
percentage charge instead, and reduced to 5% by default instead of a
flat 20 credits."
- rscadd: "It is now possible to reject orders that have been approved
but not shipped or paid for."
2026-04-29 18:08:00 +00:00
SleepyGemmy 343b831ffc Spawn Blurb and Status Fixes (#22373)
fixes an extra comma in the spawn date and time blurb and the month
number in the status tab not being prefixed correctly.
2026-04-28 23:44:47 +00:00
SleepyGemmy e1627a12e2 Role Access List Rename (#22231)
renames the basic role access list to "job_access" to make its purpose
clearer and removes the unused expanded access list since we only use
the former. it should also help prevent confusion when adding access to
roles.

server config should be updated.
2026-04-26 19:59:53 +00:00
Arrow768 0f86453d4c Sentry Integration (#22202)
Sends Errors, Runtimes, ... to Sentry.io

---------

Signed-off-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-04-26 12:34:31 +02:00
Batrachophreno 44bb1d5c82 Port Volturno Bar (#22308)
Replaces the top floor of WITCH HAND with a small bar, several other
minor fixes/cleanup in the area.
<img width="1237" height="1217" alt="Screenshot 2026-04-21 130646"
src="https://github.com/user-attachments/assets/fd89d713-9686-4b2f-9df8-aac5a44bda7c"
/>

Also, a minimap and portable map readers distributed at the spaceport
and ghost role spawns.
<img width="553" height="289" alt="image"
src="https://github.com/user-attachments/assets/3b15998f-e0be-4db2-bc82-3e50dc457549"
/>
2026-04-22 20:33:55 +00:00
FabianK3 74a02b1f99 Fix persistence on non-Horizon and admin persistence toggle admin verb (#22301)
# Summary

This PR fixes persistence on non-Horizon maps and adds an admin verb to
toggle saving at round end.

## Changes

- Fixed persistency being used on non-Horizon maps, prevents loading and
saving.
- Added admin verb "Toggle persistence" to prevent saving at round end.

## Verb preview

Verb location
<img width="194" height="147" alt="Screenshot 2026-04-20 204519"
src="https://github.com/user-attachments/assets/bf043fd3-f021-4da8-b74f-f03373379e64"
/>

Input to disable
<img width="319" height="144" alt="Screenshot 2026-04-20 204628"
src="https://github.com/user-attachments/assets/a681d8d3-ce6b-49e1-a145-b994f40b3f6d"
/>

Disable output
<img width="897" height="50" alt="Screenshot 2026-04-20 204644"
src="https://github.com/user-attachments/assets/eedc04d1-31a1-4a49-854c-b78e43b41be5"
/>

Input to re-enable
<img width="318" height="132" alt="Screenshot 2026-04-20 204653"
src="https://github.com/user-attachments/assets/cdcf88f2-1a7e-4755-872e-613206756224"
/>

Re-enable output
<img width="898" height="48" alt="Screenshot 2026-04-20 204709"
src="https://github.com/user-attachments/assets/1a583342-45fb-41dd-ad21-f349c577646b"
/>

---------

Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-22 20:21:39 +00:00
Casper3667 3f36bcd65c Stops job uniforms and suits from being put in players (#22275)
Before, job uniforms and suits would be placed in a player's bag if they
had loadout items that replaced them. This prevent that. If players want
the job uniform despite using loadout equipment, there are lockers and
drobes for almost all jobs.
2026-04-21 14:19:32 +00:00
FenodyreeAv 33b8164013 Radiation Damage Rebalance (#22238)
Adds: 
- Dosimeter, keeps track of how many rads a person has absorbed as well
as showing the dose after armour.
- Adds a message to shelter in maint to the supermatter explosion.
- Adds a flag that makes damage not apply to robotic limbs, useful for
preventing radiation burns to metal parts. Should also be added to
chemicals that deal brute damage, such as arithrazine and the the burns
from chemical exposure to chlorine, but that's another PR.
- Added radiation resistance values to makeshift armour. As it only
covers the chest, this isn't very useful, but better than nothing.

Balance:

- Re-scaled radiation damage.
- Radiation now maxes out at 1000, from the previous 100.
- Radiation damage when at maximum rads is converted directly into burn
damage.
- Radiation sources decay slowly, so all the old numbers were maxing
people's radiation values instantaneously.
- Re-scaled organ damage from radiation. Previously you would take no
organ damage till 75% rads, then lose your liver almost immediately. Now
organ damage ramps up from 500-1000, with 750-1000 being about 1/3rd the
organ damage of 75-100.
- Added debilitating, but not lethal, effects to moderate and high
radiation levels. Lots of pain events instead of straight damage.
- Reduced speed and stamina for high radiation doses.
- Hyronalin and Arithrazine both remove much more radiation.


The intent: People should now be able to work in low radiation zones,
without using the radiation suit for short periods of time.

The geiger counter is no longer an 'if this is ticking you are at max
rads' detector.

With the engineering voidsuit, 75% rads, I could stand next to a charged
supermatter ~50rads a second, for about 2 minutes before I hit lethal
radiation levels.

If people stay in a radiation zone, or are exposed to extreme radiation
100+ rads a second, radiation is much more lethal, but not by just
killing your organs. Conventional medicine will help a lot.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-04-21 12:43:25 +00:00
Batrachophreno aaea5d8a57 Assunzione & Port Volturno (#22258)
Contains assets, code, maps, etc. for Assunzione and Port Volturno. This
is something like v0.9 for live unit testing, etc. Do not merge yet.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/structure/urban/arches.dmi |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/assunzione_neon.dmi |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/assunzione_signs.dmi (stafylia_sign) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/billboard.dmi (sign_assunzione1 & 2) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/poles.dmi (radial_floodlight) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/restaurant.dmi (menu_gyro) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/statues.dmi (aec_small) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/pottedplants_big.dmi (luce-vine-plant) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/pottedplants_small.dmi (luce-vine-plant) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/billboard.dmi (sign_assunzione3) | Minzeyes
| CC-BY-SA |
| icons/obj/structure/urban/assunzione_96x110.dmi | Minzeyes | CC-BY-SA
|
| icons/turf/smooth/composite_brick.dmi |
[nauticall](https://github.com/nauticall) | CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-04-19 19:50:20 +00:00
Casper3667 deab6b4e99 A large set of ops program fixes + elevator ghost sound fix (#22278)
- bugfix: "Fixed the operations status display screens not showing the
elevator status."
- bugfix: "Fixed the cargo delivery program not displaying the account
that was used to pay for an order with."
- bugfix: "Fixed the cargo delivery program not displaying shipped
orders regardless of payment status."
- bugfix: "Fixed the ghostly ambience on the operations lift and the
lift near security."
- bugfix: "The operations program now displays the elevator time in
seconds instead of minutes, given the minutes would always show 0."
2026-04-19 05:28:40 +00:00
VMSolidus 260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00
Arrow768 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
Arrow768 52a8d96dda Fix missing dbquery qdel (#22101)
Adds a delete for a dbquery that was missing

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-03-26 10:07:51 +00:00
FabianK3 aff736cda2 Persistence code refactoring (#22044)
# Summary

This PR refactores code and structure of the current persistence
subsystem, in preparation for Persistency: Circles, Squares and
Triangles.

This should not contain any user facing changes.

~~This PR is based of branch #21925 and **needs** to be merged in order.
The files changed display will be meaningless until then.~~ *Done.*

## Changes

- Split subsystem in partial files.
- Refactored proc names, added "persistentObject" format for current
code.
- Renamed SQL table.
- Refactored logging and call hiearachy.
- Fix CI labeler adding DB label on non-SQL files.
2026-03-24 19:53:37 +01:00
FabianK3 6c4e9254b2 Add ashtray persistence & fixes (#21925)
# Summary

This PR adds persistency to ash trays. This in turn fixes cigarettes
butts spawning a round later in locations where non-empty ash trays were
found.

## Changes

- Add persistence to ash trays and prevent (fixes) cigarette butt
persistence if in an ash tray.
- Fixed cigarette butts not being persistent if the cigarette was put
out on purpose and landing on the floor.
- Fixed loss of registered persistence track on item pickup.
- Fixed persistent tracks when item is held by player.
- Removed all ash trays on the Horizon as their existence is now
persistent. One-time job for operations after merge.
- Fixed matter configuration on `/obj/item/material` not being set
during `set_material()`.
- Fixed persistent trash on space turfs.
- Minor adjustments in SQL/Readme.md.

---------

Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-03-17 13:12:57 +00:00
Batrachophreno 0c342878e5 Engineering spriting (detailing & port), portable shield balance, bugfixes (#21862)
EXTREMELY MINOR MISCELLANEOUS CHANGES TEEHEE

changes:
- imageadd: "Adds +bolted, +welded, +lights overlays to several large
machines for easier visual identification of whether or not clicking on
that emitter will kill you or not, etc."
- imageadd: "Modifies the base of the Shield Wall Generator sprite to
better match that of the Emergency Shield Projector (and so they can use
the same overlays mentioned above)."
- imageadd: "Tweaks the Emitter's directional sprites slightly so that
the base doesn't seem to change shape quite so drastically when
rotated."
- imageadd: "Ports very pretty space heater sprites made by Wallemations
and vinylspiders from /tg/."
  - imageadd: "Adds unique sprites for Old and Heavy-Duty power cells."
- balance: "Increases power draw and range of Emergency Shield
Projectors."
  - balance: "Increases power draw of Shield Wall Generators."
- balance: "Greatly reduces time for debugger to fix APCs corrupted by
electrical storms."
- balance: "Increases multi-z shield capacitor reserve charge and
maximum throughput, so that high-strength shields can actually be run
(at high power draw)."
- balance: "Tweaks the INDRA power output formula to scale better with
increasing temperature."
- balance: "Slight adjustments to space heater efficiency formula with a
friendly handwave to entropy."
- balance: "Old power cells have a 5% chance to be defective and have
slightly lower maxcharge than standard cells."
  - qol: "Adds extended examine hints to engineering objects."
- qol: "Extends list of object types which INDRA core field will
interact peacefully with."
- qol: "Improved space heater UX (chat msgs changed to balloon alerts,
audible feedback, etc.)"
  - code_imp: "Updates many code comments to use DMdocs."
- code_imp: "Consolidates various shield generation machine sprites in
scattered across multiple files into a single shield generator machines
sprite file."
  - bugfix: "Fixes Emergency Shield Projector hard del issue."
- bugfix: "Emergency Shield Projector now shuts down as intended if the
area's APC gets completely drained."
- bugfix: "Firing the gyrotron into the INDRA while no reactants are
present will no longer generate heat."
  - bugfix: "Fixes INDRA runtime."
- bugfix: "Fixes Power Monitoring app not displaying grid sensors when
run from a modular computer held in-hand."
  
  Bolted/welded down Emitter:
<img width="130" height="101" alt="Screenshot 2026-02-13 123842"
src="https://github.com/user-attachments/assets/8357b5ea-77e6-46f7-b4a0-724aaa141cef"
/>

Modified shieldwall sprites (with old ones for comparison)
<img width="667" height="103" alt="Screenshot 2026-02-13 111422"
src="https://github.com/user-attachments/assets/2b1e849e-f955-49cb-b094-0bef098a754f"
/>

Shields actually useful for damage control now (though they'll blow
through APC charge if you go as crazy as this):
<img width="804" height="891" alt="Screenshot 2026-02-13 124245"
src="https://github.com/user-attachments/assets/39268b42-5abe-4a3b-ba8a-a18bdc63873e"
/>

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/atmos.dmi (all "sheater*") | [Wallemations, VinylSpiders
(/tg/station #93800)](https://github.com/tgstation/tgstation/pull/93800)
| CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-11 16:39:54 +00:00
Matt Atlas 1beef3d476 Collapses the lying down intent into normal resting. (#21967)
Instead of middle clicking to lie down, you now simply rest. You can
also now do it with your gun in your hand. Removes all code related to
bespoke lying down.

To-do:

- [x] Add a signal to make firearm accuracies update on lying down.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-03-09 21:47:47 +00:00
Wildkins 2433027a5a Catch attempts to qdel lists (#21948)
Ports tgstation/tgstation#90227
2026-03-01 06:40:23 +00:00
VMSolidus 1423fcd04e Various Delta Time Fixes (#21871)
Organs were being given ~3 seconds of DT per ~2 seconds of real time,
because they were being hit by Process() TWICE, once during processing
for the "Set of all objects", and again during processing for the "Set
of all mobs". No species was hit harder than this but IPCs, who suffered
from having wildly inconsistent temperature mechanics that seemingly
never matched the expected numbers.

I have actually tested this PR to verify that it works. I even went the
extra mile to more extensively test IPC temperature mechanics to find a
separate bug unrelated to DTs that was causing suit coolers to just
straight up not work at all (space suit or otherwise) on a majority of
all IPC subspecies. I then tested the numbers in the PR for IPC cooling
to verify that things work as intended.

<img width="969" height="623" alt="image"
src="https://github.com/user-attachments/assets/01c3aca7-b436-4e52-86f7-aed847dcba5e"
/>

I also tweaked all the subsystems to have a small performance
improvement.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-02-27 01:28:20 +00:00
Wildkins 62a59aca74 Remove lobby messages when failing to select a gamemode (#21895)
title
2026-02-22 12:25:10 +00:00
Wildkins 6def662c56 Fix VSC linter errors (#21911)
See title

Fixes invalid list access error and also some GH actions errors

No player-facing changes or DM changes
2026-02-22 06:01:45 +00:00
Wildkins e4192f9b8f Lag War Day 5.5: are you serious dude (#21889)
we have a gorillion hard deletions and it turns out half of them are
because we set the "ALWAYS HARD DELETE THIS" flag rather than just like.
fixing the hard delete.

cool
2026-02-21 01:41:50 +00:00
VMSolidus 8998842f7a Large Variety Of Hard Dels (#21834)
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.

I have not yet tested this PR.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
2026-02-17 15:57:11 +00:00
Cody Brittain 3ff03b6dae Replaces return_file_text -> file2text (#21849)
Very ancient, decrepit proc that is somehow still used. Got rid of it in
favor of byond's proc, which has been around long enough there isn't a
version I can cite for it.

No user facing changes.
2026-02-14 08:51:16 +00:00
Wildkins 84d3a447ab Lag War Day 2: TGUI performance improvements (#21848)
<img width="707" height="659" alt="image"
src="https://github.com/user-attachments/assets/6c8db0bf-dec6-40f2-86e8-120531fa5693"
/>

the traitor uplink is causing a genuine hostage situation to the server
by simply being open due to the frankly insane amount of data that it
builds and ships every single UI process tick (which is very often!!!)

i've never been ragebaited by a single .dm file before so hard in my
entire developer career so I simply neutered it into using static data
and hit the commit button. it might break, if it does we're burning it
to the ground and remaking it. genuinely heinous crimes going on there

In addition I'm porting:

* [Fix several SHOULD_NOT_SLEEP hits in SStgui.update_uis()
tgstation/tgstation#75411](https://github.com/tgstation/tgstation/pull/75411)
* [Moves ui references from the tgui subsystem to datums themselves
tgstation/tgstation#76215](https://github.com/tgstation/tgstation/pull/76215)
* [Fixes some spurious runtimes in SStgui procs
tgstation/tgstation#76251](https://github.com/tgstation/tgstation/pull/76251)
* [Fixes tgui_open_uis tracking
tgstation/tgstation#77101](https://github.com/tgstation/tgstation/pull/77101)

moving ui references to the datums themselves is a pretty nice
performance boost because otherwise we have to iterate across all open
uis every time a list input closes which sucks! the rest are just fixes
to that original PR.

thank you for your attention to this matter
2026-02-14 02:17:23 +00:00
VMSolidus c3acb436f2 Stop Blank Records From Showing In Manifest (#21837)
During last nights event, a few storyteller spawned mobs got snuck into
the manifest with blank jobs. This PR prevents said blank records from
showing up in the manifest. I'm genuinely not sure how they got there in
the first place, but oh well.
2026-02-09 23:20:26 +00:00
VMSolidus 16724e956c Fix Silicons See Offship (#21798)
It was possible for a player to incorrectly be able to view the
ghostroles in the Off-ship Manifest by entering any sort of camera, then
opening the manifest. This was most trivial to do with Borgs and AI, but
was also possible for player characters in some situations. This fixes
that by making it so that Eyes (a type of abstract mob used for cameras
and borgs), are specially excluded from viewing the Off-ship manifest.
Other types of observers should remain unaffected.
2026-02-06 20:25:05 +00:00
Matt Atlas 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
VMSolidus 4d43d53c6f Ghostroles In Lobby Manifest (#21772)
This PR makes it so that player characters who are active in the
ghostrole list will show up on the Crew Manifest, but only if you the
player are not currently in-round. Any type of Observer, including
ghosts, aghosts, and actually being in the lobby, all allow the user to
view Off-ship characters in the manifest. If you are not any kind of
observer, the Crew Manifest will only show Horizon characters.


I have tested this PR. Behold.


https://github.com/user-attachments/assets/76ffb40a-bb67-4719-a2e7-df04f38b929e
2026-02-03 10:09:49 +00:00
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00
Cody Brittain 9b5f89a717 Ports Turf Fires (#21659)
Adds turf fires (ported from Baystation, which ported them from
Shiptest), which are now used instead of ZAS fires for fuel decals and
flamethrowers. They also supplement ZAS fires in especially bad atmos
fires.

This makes flamethrowers and related objects more suitable for AOE
denial, rather than cooking the room (including yourself). They still do
the latter, but less so than a gaseous fire.

To make flamethrowers actually useful against them, simple mobs now take
brute damage when on fire.

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/weapons/flamethrower/flamethrower1.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower2.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower3.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower_empty.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| icons/effects/particles/smoke.dmi |
[rye-rice](https://github.com/shiptest-ss13/Shiptest/commits?author=rye-rice)
(Shiptest) | CC-BY-SA 3.0 |
| icons/effects/turf_fire.dmi | CM Dev (cmss13) | CC-BY-SA 3.0 |
2026-01-31 01:41:11 +00:00
Werner af9565bc06 Auth System Changes (#21698)
Changes the Auth System to use the new login server to fetch the
users/groups instead of the deprecated forumuserapi.

Removes the ForumUserAPI and moves the admin authorization processes to
a auth subsystem

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-01-23 18:43:28 +00:00
Batrachophreno 7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-22 16:54:40 +00:00
Cody Brittain ccbfbdc50a Ported the Microlathe from Bay, and began autolathe refactor: Take II (#21668)
Continued from #19839

> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.

> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.

Plan is overall to make it much easier to add new types of fabricators. 

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2026-01-14 19:29:32 +00:00
Matt Atlas 0829b0905e Fix set odyssey verb, add set odyssey canonicity verb. (#21687)
- The Set Odyssey Type verb now properly works, and can be used as soon
as the lobby starts.
 - Administrators can now manually change Odyssey canonicity.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-01-03 19:28:14 +00:00
VMSolidus e0f4b3b7fc Update To 516.1673 (#21676)
This PR updates the repo fully to Byond 516.1673. We now have access to
Associative Lists, Vectors, Matrices, and a huge number of math
improvements tha will allow us to catapult the repo into a new era of
simulationism.

I have tested this PR to verify that it works.
<img width="1076" height="1079" alt="image"
src="https://github.com/user-attachments/assets/c69a7276-7611-4a59-8630-46d8dd8a12a6"
/>
2025-12-23 23:13:42 +00:00
Matt Atlas 4f19e5e084 Revert "Ported CM's server revision verb to fix issues with ours." (#21664)
Reverts Aurorastation/Aurora.3#21644

this fucks local testing for some reason
2025-12-14 01:07:28 +01:00
Cody Brittain 0fb0e7a338 Ported CM's server revision verb to fix issues with ours. (#21644)
No idea how long ours has been broken, but it makes making bug reports
harder. Now ours is shared with CM, making maintenance easier.
2025-12-07 16:48:37 +00:00
VMSolidus c85a139329 Fix Loadout Sound Spam (#21589)
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
2025-11-15 23:15:16 +01:00
Werner fd6ced3366 Change SSstatistics to use the new dbcore (#21542)
Change SSstatistics to use the new dbcore

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2025-11-11 10:56:16 +00:00
Werner c11196513b Change SScargo to use the new dbcore (#21541)
Change SScargo to use the new dbcore

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2025-11-10 07:42:09 +00:00
Werner cd065ed6ba Change SSPRISM to use the new DBCore (#21543)
Ported almost all of it from TG

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2025-11-10 07:40:41 +00:00
Matt Atlas 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
Batrachophreno 088a71aacd Bugfixes (#21460)
Fixes https://github.com/Aurorastation/Aurora.3/issues/14594
Fixes https://github.com/Aurorastation/Aurora.3/issues/19524
Fixes https://github.com/Aurorastation/Aurora.3/issues/19525
Fixes https://github.com/Aurorastation/Aurora.3/issues/19554
Fixes https://github.com/Aurorastation/Aurora.3/issues/19565
Fixes https://github.com/Aurorastation/Aurora.3/issues/19669
Fixes https://github.com/Aurorastation/Aurora.3/issues/19739
Fixes https://github.com/Aurorastation/Aurora.3/issues/19751
Fixes https://github.com/Aurorastation/Aurora.3/issues/20323
Fixes https://github.com/Aurorastation/Aurora.3/issues/20530
Fixes https://github.com/Aurorastation/Aurora.3/issues/21008
Fixes https://github.com/Aurorastation/Aurora.3/issues/21370
Fixes https://github.com/Aurorastation/Aurora.3/issues/21375
Fixes https://github.com/Aurorastation/Aurora.3/issues/21438
Fixes https://github.com/Aurorastation/Aurora.3/issues/21456

changes:
- balance: "Budget insulated gloves no longer able to be manually
restocked in YouTool (random insulation coefficient reroll exploit)."
- bugfix: "Replaces missing req_access values from D3 Medical Equipment
Storage."
- bugfix: "Emitters can be rotated again (alt-click lock toggling
disabled)."
  - bugfix: "Lights no longer explode when toggled off and on."
  - bugfix: "Langchat images now pop up for untranslated speech."
  - bugfix: "Cyborgs can no longer flip Plasteel Barricades remotely."
- bugfix: "Fixes ghost vision inconsistently toggling when Following
mobs."
- bugfix: "Removes deprecated 'Gender and Pronouns' section from
Appearance Changer (has been replaced by 'Pronouns' section)."
- bugfix: "Offship locations will not print Mining Yield Declarations
saying they're from SCCV Horizon."
- bugfix: "Simple mobs which target their surroundings (destroying
tables windows etc) will not do so if inside a container."
- bugfix: "Newscaster Announcements channel now logs announcements made
by heads of staff."
- bugfix: "Held phoron- or chlorine-contaminated items will respect if
you're wearing a sealed suit or thick gloves (that is to say, if the
gloves provide fire protection)."
  - bugfix: "Fixes runtime in Electrical Storm event."
- bugfix: "Fixes some bounties returning 0 credit reward due to rounding
issues."
  - bugfix: "Removes old fusion debug vars, fixed outdated maths."
- bugfix: "Fixes Horizon kitchen alt fridge being swapped w/ empty
freezer."
- bugfix: "Fixes chameleon projector sometimes turning user invisible."
- bugfix: "You are again able to push an object currently being pulled."
- bugfix: "Command Support roles which start with flash-protective
sunglasses can now also choose them in their loadout."
  - code_imp: "Updates more code comments to DMDocs."
  - code_imp: "Corrects poison/venom for greimorian variable naming."
  - rscadd: "Adds missing fire alarm to Paramedic Quarters."
  - rscadd: "Holomap now respects and displays outer hull structure."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-10-30 18:14:42 +00:00