455 Commits

Author SHA1 Message Date
Wildkins 3d183d7262 Begin, the Lag Wars Have (#21839)
<img width="700" height="848" alt="image"
src="https://github.com/user-attachments/assets/e0db50af-35db-43c7-b78e-6c1ea5ac569c"
/>

you take a tiny little two year LOA and this happens
this PR hits some large lag culprits:
- UpdateOverlays() getting spammed by human/update_icon. This was 0.85%
of server CPU time during the event. Doesn't sound like a whole lot but
it's insane. 99% of it was caused by sloppy duplicate calls of
update_icon in set_dir (as well as update icon itself!). Refactored to
stop that
- Makes Follow menu update manually, which cuts down on the 2.8 million
REF() calls it made during the event. This was ~1% of CPU time including
ui_data as well.
- Gets rid of a bunch of random runtimes and some lighting-related
harddels.
- NanoUIs now clean themselves up when their owner qdels rather than
forcing the owner to do REF(src) and close all matching UIs. saves us
~0.1% server cpu time! wowza!
2026-02-09 23:20:48 +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
Batrachophreno 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
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
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
FabianK3 ac8a42373e Fix - Persistent stashed trash (#21412)
# Summary

This PR fixes trash items becoming persistent when they get stashed in
storage containers (e.g. backpacks or lunchboxes).

## Details

When items get added to storage containers like backpacks, during the
insertion `dropped` is called and makes the item persistent.

During feature dev this was an unknown edge case of `dropped`.
2025-09-28 20:43:56 +00:00
FabianK3 1ccfd0a0e7 Persistent trash (#21217)
# Summary

This PR adds trash to the persistence system.

- Trash becomes persistent the moment it is dropped unless it is dropped
in a maint or the disposal room.
- It looses persistence when it lands in a maint/disposal room or gets
picked up again.
- Persistent trash can be found up to three days.

Those are the base rules, some trash types have additional rules.

List of trash to be implemented:

- [x] Basic trash (snacks and such)
  - Cigarette buts
  - spitwad
  - Burned matches
- [x] Broken bottles
- [x] Torn inflatable (-doors)

> Littering is a i120 violation and can be punished with 3-7 minutes of
prison time or with a 40-150 credit fine.
> Stop littering and keep the ship clean.

## Follow-up tasks

- [x] Update GitHub Wiki: Add section on how to add persistent trash
types.
- [x] Update GitHub Wiki: Make persistence_get_content nullable/empty.
2025-09-15 12:13:46 +00:00
Casper3667 4f4f12c948 Fixes reading paper bundles and removing accessories on other people (#21214)
Apparently the adjacent check wasn't set properly on these two. Also it
fixes that when removing someone's accessory, it tried to apply some
modifiers to the one removing it instead of the one wearing it.
2025-08-22 11:52:10 +00:00
Batrachophreno 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
Batrachophreno 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
Batrachophreno 9fba0357b5 Multiple href fixes (#20967)
Fixes a whole bunch of stuff caused by unclosed hrefs, details in
changelogs

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-08 23:14:59 +00:00
Matt Atlas 1738301ea7 Ports CM's langchat to replace floating chat. (#20818)
Works generally better and will allow for better customization and emote
display.

---------

Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-07-07 23:55:26 +00:00
Wowzewow (Wezzy) 305038f064 Joker Poker, feat. You have UNOOOO (#20598)
<img width="125" alt="dreamseeker_Ipg96rH5Bq"
src="https://github.com/user-attachments/assets/9da6e048-a33c-4198-90ee-e47a05fc85a0"
/>


![dreamseeker_z2UllenFYc](https://github.com/user-attachments/assets/2f6791fe-3a23-4534-9f40-9758eb62dd7d)

- rscadd: "Streamlines card mechanics. Click on others to deal to them,
yourself to draw. Ctrl-click to draw, Alt-click to shuffle."
- rscadd: "Adds KOTAHI, the shedding type card game fun for the whole
family."
  - rscadd: "Tweaks throw sound volume."
  - bugfix: "Fixes some runtimes with cards."
  - imageadd: "New sprites for playing cards."

Also seperates picking cards into it's own verb, and no more tooltips
when concealed. No more cheating.

(Also changes the throw sound volume, so it doesn't horribly spike the
volume when you're dealing normally)

KOTAHI sprites by CevUI, modified by myself.
2025-04-13 10:14:05 +00:00
Cody Brittain 43a02960ac Fix extended examine text not working. (#20663)
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2025-03-27 11:20:19 +00:00
Wowzewow (Wezzy) f046ebe584 Borg Bag Fixes and Refactors (#20578)
Fixes #19603
Fixes #20558

- bugfix: "Fixes plant bags - now uses storage_slot system, along with
other bag subtypes."
  - bugfix: "Borgs can interact with tables again."
  - refactor: "Refactors make_exact_fit to be a binary variable."
- refactor: "Refactors storage items to use make_exact_fit instead of
arbitrary max_storage_space values."
- refactor: "Refactors storage items to use defines for storage space."
  - bugfix: "Fixes monkey cube boxes having superfluous overlay."
  - rscadd: "Updates the progress bar toggle message."
- qol: "Objects that rotated 90 degrees in storage no longer rotate in
storage slots."
 
<img width="732" alt="dreamseeker_qRVkIlYN78"
src="https://github.com/user-attachments/assets/1226ed22-52c1-4965-a1b4-2290e56a2ab3"
/>
2025-03-12 09:12:27 +00:00
Fluffy 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
Fluffy 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) 186f94ff58 Sick Bugfixes (#20466)
Fixes #20458
Fixes #20456
Fixes #20455
Fixes #20449
Fixes #20447
Fixes #20440
Fixes #20434
Fixes #18515
Fixes #20443

Ugh. I'm still sick.
2025-02-16 18:18:45 +00:00
Wowzewow (Wezzy) 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
Wowzewow (Wezzy) 10d7063030 Pants Slot, Again (#20240)
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>
2025-01-09 23:26:49 +00:00
Fluffy 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
Fluffy 4337e6cef5 Randpixel initialize (#20239)
Moved all calls of randpixel_xy in Initialize() (if they were in New())
Some tweaks of the proc

This should avoid some random CI failures due to it matching shifted
pixels as dirty vars

No player facing changes
2024-12-12 16:29:59 +00:00
Matt Atlas 17df1ff2b4 Revert "Adds a Pants slot" (#20173)
There are some bugs that need to be addressed.
2024-11-15 23:26:13 +01:00
Wowzewow (Wezzy) de81867784 Adds a Pants slot (#19999)
Does what it says on the tin. Purely cosmetic for now. This is step
zero.

Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.

Hopefully this will nip it in the bud, so to speak.

I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.

This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.

For reviewers : 
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-11-15 19:41:09 +00:00
Fluffy 30cf844cb4 Shower related bug fixes (#20018)
![Doom_cover_art](https://github.com/user-attachments/assets/216f8485-a8dc-490b-a526-f1acbfe7d8f6)


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.
2024-10-10 17:48:06 +00:00
Fluffy b8902e2e16 Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
2024-10-06 21:31:01 +00:00
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
Fluffy 0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
Fluffy b0c9a4649c Speed modifiers (#19845)
Ported and implemented movespeed_modifer, for most things, from TG.
Gave deprecation DMDocs to the old calculation system.
Some code cleanup around.
2024-09-06 22:20:56 +00:00
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
Fluffy 92c3ec6caf SSthrowing (#19421)
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
2024-06-18 19:32:06 +00:00
Sparky 34729533a4 Item Extended Description Fix (#19442)
Fixes items with extended descriptions not displaying them properly.
Fixed #19418
2024-06-14 14:21:58 +00:00
Cody Brittain 91c081d044 Fluff examine fix (#18814)
Standard examination was in an examine box. This makes it so fluff
examines are also in a box.

Fixes #18438

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-06-02 18:42:22 +00:00
Fluffy 37814ef383 Refactored item equipement observable away (#19241)
Refactored item equipement observable away, turned them into signals.
Partially ported on_equipped / equipped procs from TG, updated logic,
added signals for them.
2024-05-31 21:25:02 +00:00
Fluffy cca5b43987 APC improvements, powersinks empowering, APC maplint (#19209)
Minor refactor of the APC file, turned biteshifts into the BITFLAG
macro, reordering.
Added APCs maplints.
Fixed maps to pass the maplints.
APCs now draw time-constant power.
Removed power objects handling code, only the powersink existed that
used it.
Refactored powersink to use the processing subsystem, made it
time-constant, DMDoc'd.
Made powersinks drain power from an APC faster.
2024-05-31 20:23:36 +00:00
Sparky 32a63d39a8 Clip-On Radios (#19164)
Adds Clip-On Radios, which can be equipped to both ear or wrist slots,
always appearing on the body, clipped onto your uniform or jacket.
2024-05-22 09:09:35 +00:00
Cody Brittain 8ee205a7aa Add support for item tooltips and outlines (#19154)
This adds support for item tooltips and outlines, if the item in
question is in an inventory and not in storage:

![image](https://github.com/Aurorastation/Aurora.3/assets/1779662/25a027b1-f78b-434c-971e-acd27c98eb3c)

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-22 09:09:12 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
Cody Brittain d95734c606 Emissives (#18895)
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.

The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.

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Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-12 20:51:45 +00:00
Cody Brittain 9983fca311 Update SSOverlays (ported from Baystation) (#19051)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.

This brings an updated system from Baystation, hopefully with speed
increases.

Should be testmerged, ideally with #18895.

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Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-01 07:46:27 +00:00
Geeves c16cc65992 Colorable Glasses Fix (#18989)
* Fixed colorable glasses frames being affected by the alpha value.
2024-04-20 20:15:19 +00:00
Cody Brittain c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

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Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +00:00
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
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.

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Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00
Fluffy 1b40dbce82 Updated the sound system (#18724)
* sdaf

* sdaf

* sdfa

* sadf

* sfda

* gfd

* reduce thrusters volume

* sdafsadsdaf

* sdfa

* Reduced some sound ranges and made some/more not ignore walls for loops

* health analyzers too

* ivdrip adjustment

* most tools now use play_tool_sound to have the sound played, reduced range for it
2024-03-25 20:40:36 +00:00
RustingWithYou 3194d1d655 Voidsuit Contained Sprites & Refitting (#18683)
* repaths various factional voidsuit icons

* tweak to gear loadout messages

* sol fix

* the new standard, apparently

* konyang voidsuit -> coalition.dmi

* a collection of offship fixes

* incorporates lavilla's fixes

* kasf revert

* all station voidsuits are now contained sprites

* fixes to corporate voidsuits & vaurca sprites

* stev's inhands

* yeah?

* we're so back

* modkits & kataphract contained sprites

* offship suit cyclers & ghostrole suit fitting

* offship suit cyclers

* just use a global list

* final tweaks

* dme fix

* tgui prettier

* himeo & galatea suits -> coalition.dmi

* h
2024-03-24 16:13:10 +00:00
Matt Atlas 57067892d8 Ports the weather system from Nebula. (#18706)
* part 1

* compiles?

* IT WORKS

* vis contents

* fixes

* umbrelloid

* umbrella 2

* dsasdd

* stuff

* lmao

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Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:05:00 +00:00
Fluffy 3236d83cc2 Ballon Alerts and Baloon Chat update (#18587)
* asdf

* sdfa

* sdf

* fghd

* sdf

* dsaf

* sdfsad

* offset more, hopefully fix harddel 4real this time

* sadf
2024-03-09 22:12:20 +00:00
Fluffy 543101d2f1 sdfasd (#18589) 2024-03-04 09:15:51 +00:00
Fluffy cf056641d3 dgdsg (#18575) 2024-03-03 19:52:57 +00:00
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00