593 Commits

Author SHA1 Message Date
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
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 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
Kano 47c9f48d5d Misc bugfixes (#21643)
## About PR

- Fixes #21487
- Fixes #21634
- Fixes #21639
- Fixes #21640
- Also turns some comments into dmdocs in touched files, documents some
missing stuff
2025-12-09 16:59:51 +00:00
Batrachophreno af0312c7d4 Bugfix batch (Pesticide Edition) (#21556)
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535

Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.

changes:
  - spellcheck: "Renames 'gibber' to 'autobutcher'."
  - code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
  - code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
  - bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
  - qol: "Updated various examine hints."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-11-11 10:56:12 +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
naut dfe57a310f New boxes (#21439)
* Thoroughly resprites boxes. They're now more modular and, importantly,
colorable.
* Resprites cardboard, as a material.
* Repaths boxes behind the scenes to be more object-oriented, with boxes
being resorted into their own subtypes. You might notice this in the
gargantuan amount of files this PR changes.

Part of a bigger (yet modestly-sized still) resprites project. Atomized
the boxes bit into this PR specifically so that any conflicts don't
destroy any other spriting PRs.

<img width="652" height="273" alt="image"
src="https://github.com/user-attachments/assets/5590b22d-c9d7-49b5-9adf-0b6e01a6962b"
/>

<img width="383" height="345" alt="image"
src="https://github.com/user-attachments/assets/aab83040-2d5d-4283-b019-3d6bed2e3e47"
/>

<img width="142" height="343" alt="image"
src="https://github.com/user-attachments/assets/75a98d36-0171-4e48-9dec-de5511f35d39"
/>

<img width="127" height="225" alt="image"
src="https://github.com/user-attachments/assets/a1ff8b1b-bd2a-4c0d-b538-32fe401724c3"
/>

<img width="334" height="399" alt="image"
src="https://github.com/user-attachments/assets/e41330ac-ed4a-4e81-a87a-5ba901b47b5c"
/>
2025-10-07 16:59:55 +00:00
juniper 8f8c7b1633 adjusts the rest of the himean suits + voidsuit modkit change (#21290)
*The rest of the Himean suits have been changed to match the new ones.
*You can now change an industrial rig straight into a Himean variant, if
you remove the cell, the air tank, and any modules. Previous behavior is
still in, because modkit code is a fucking headache.

<img width="208" height="122" alt="image"
src="https://github.com/user-attachments/assets/ea30d177-73ff-4c13-9b8c-355ccfb1e719"
/>
2025-10-04 20:10:30 +00:00
Casper3667 073755c9a1 Allow the hazard rig to be made at roundstart and add sprites for taj/unathi/ipc versions of the combat rig (#21341)
The hazard rig tech levels were lowered, permitting the machinist to
make it without research personnel present. Materials needed are
unchanged. The ballistic protection of it was also buffed to be equal to
the security voidsuit.
The combat rig had new sprites added, allowing taj, unathi and IPC to
also use it.

Done on the request of VeteranGary.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/clothing/rig/combat.dmi | Noble Row (Aurora Station) |
CC0|
2025-09-15 12:01:56 +00:00
UltraBigRat 74ac32c41b Adds Ceres Lance gear loadout (#21242)
* Added ceres lance gear to the uplink, aswell as a bunker suit
variation with standard hardsuit stats.

<img width="346" height="220" alt="image"
src="https://github.com/user-attachments/assets/27a58828-6f73-439f-8b7d-1e261608f664"
/>

---------

Co-authored-by: Big Rat <lienesica@gmail.com>
2025-08-28 10:37:36 +00:00
UltraBigRat 5915d7b3f3 The Traitorous Hardsuitening (#21225)
* Added empty versions of most hardsuits as regular uplink items. Most
regular combat ones costing 8 BC/TC same as NT hardsuit, with some
exceptions like breachers and vaurca hardsuits costing 10 TC.
* Added combat actuator module to the uplink. 
* Added BC costs to utility modules in the uplink.
* Hardsuit thermals module cost upped to the cost of regular thermals.

Feedback thread:
https://forums.aurorastation.org/topic/22611-the-traitorous-hardsuitening/#comment-182136
Overall hopefully will make hardsuits easier to get for solo antags,
since they can usually only be bought as part of 35 TC group bundles.
These are also unequipped versions so all modules have to be bought
yourself.

Should also help provide for those factions that don't otherwise have
faction-specific armor outside of paper-thin voidsuits, like Einstein
Engines.

Vast majority of our hardsuits and the ones here are just reskins of the
regular combat hardsuit, with heavy armor stats. The ones that have
higher armor which here are the Breacher, Redsnout and Vaurca suits have
been set to 10 TC to allow buying them with solo group loadouts that are
the only source of their faction equipment. They are relatively powerful
suits, but I hope we can trust people to not abuse them, and if we cant
they can always be made pricier or removed.


<img width="1862" height="788" alt="Screenshot 2025-08-21 212603"
src="https://github.com/user-attachments/assets/711b18c1-4a14-43ed-9edc-614521739072"
/>

---------

Signed-off-by: UltraBigRat <111320234+UltraBigRat@users.noreply.github.com>
Co-authored-by: Big Rat <lienesica@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-08-25 12:36:59 +00:00
UltraBigRat 8e8e69089c Gives hardsuits to group loadouts that were missing them. (#21207)
* Alot of newer group loadouts were missing their factions hardsuit,
despite that being the standard for most of them, so this gives those to
the faction loadouts that had appropriate ones.
* Also gave the Solarian hardsuit loadout a version with modules since
it was an empty version unlike the other hardsuits previously. Used the
fsf module set for that since their regular equipped version had a pulse
rifle module for some reason, suit itself should still be the same.

---------

Co-authored-by: Big Rat <lienesica@gmail.com>
2025-08-25 12:34:12 +00:00
Geeves ca693d0bc1 Falcata Fixes (#21144)
* Fixes Falcata sprite handling and emissives.

Fixes https://github.com/Aurorastation/Aurora.3/issues/21141
2025-08-12 16:29:52 +00:00
VMSolidus 9139c0027d Nerf Falcata Speed (#21142)
Yea so apparently the "Parent of all exoskeletons" makes you faster.
Even though all the other exoskeletons in the game have either no or
some slowdown. The falcata is a very chonky armored exoskeleton, so it
should have some slowdown instead of speedup.
2025-08-10 01:23:51 +00:00
VMSolidus dbbc3621bd Add Datums For Falcata Boards (#21127)
The one thing I forgot. Agony. 
This PR adds in the missing circuit board datums for the falcata
exoskeleton. This is what not having a fully functional dev environment
does to a man.
2025-08-09 12:23:25 +00:00
VMSolidus 6a323856a8 Falcata Exoskeleton (#21077)
This PR adds a new tier 1 exoskeleton to the hardsuit designs. I've been
bothered for awhile that there exist security hardsuit modules available
at roundstart, which cannot actually be used without science first
unlocking combat hardsuits, since normal hardsuits cannot use them. So
this PR adds a new exoskeleton(notably not a hardsuit, it offers no
space protection!), which serves to provide a means of putting those
tier 1 security modules on something, without invalidating the later
combat hardsuits(which are all significant upgrades over this).

Many of these lower tier security modules were essentially invalidated
by higher tier sec modules that would get unlocked alongside actual
combat hardsuits.

The falcata exoskeleton has the same armor values as security's heavy
body armor, essentially meaning its primarily only an upgrade over said
armor in the sense that it lets the wearer use the shoulder mounted
taser module.

<img width="993" height="248" alt="image"
src="https://github.com/user-attachments/assets/68418219-b159-4a4d-92d2-5bbc8476c6ce"
/>

<img width="1274" height="316" alt="image"
src="https://github.com/user-attachments/assets/f77d7810-7b0c-4333-8ec8-5f7575fb4c61"
/>

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| icons/obj/item/clothing/rig/falcata.dmi | noblerow (discord) |
CC-BY-SA-3.0 |

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-06 12:55:42 +00:00
CometBlaze 666f35684d Exo-stellar skeletons now start with a storage module (#21089)
Title. Giving up a backpack slot for what is essentially a fluff item is
a pretty big ask. The only real advantage it has over just popping an
RMT pill is the fact it has welding protection, which the people who
typically need it can already get from other items, and that it can
inject dexalin which, although it might come in handy in a pinch,
doesn't justify massively gimping your storage capacity for.
The storage module is still significantly worse than a regular backpack
so there are still some drawbacks to bringing the exoskeleton, but not
the extreme level that it sits at now.
2025-08-05 21:53:16 +00:00
VMSolidus 3aa2869f9d More Hardsuit Sounds (#21075)
This PR adds three new variations for hardsuit stepping sounds, which I
had comissioned a sound artist by the name of majormoth to make for me.
I've also set some of the game's hardsuits to use these variations where
apropriate.

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

| sound/machines/rig/rigstep_chonk.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
| sound/machines/rig/rigstep_heavy.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
| sound/machines/rig/rigstep_medium.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
2025-08-03 16:15:44 +00:00
CometBlaze ede9f48d18 Adds a colourable exo-stellar sekeleton (#21073)
Adds a colourable exoskeleton offworlders can choose instead of the
current one. It does the exact same things as the standard exoskeleton,
the only difference is that you can change how it looks.

<img width="766" height="576" alt="image"
src="https://github.com/user-attachments/assets/5ee0af71-042c-4249-bd4c-8005cf1cb406"
/>
2025-08-01 19:53:43 +00:00
CometBlaze 71af7f3f22 The Great Sprite Unification: Part 1 (#21006)
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.

A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.

A lot of smaller files were also merged into already existing dmis where
it made sense.

Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:

**Backpacks:**
- GD Sacred Icon

**Belts:**
- Fannypack

**Gloves:**
- Gloves
- Single Glove

**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood

**Shoes:**
- Konyanger Gomusin

**Coats:**
- GD Eccentric Coat

**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
2025-07-21 10:33:42 +00:00
Stev-the-third b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
Matt Atlas 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
Batrachophreno 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
Batrachophreno ba1a757909 Wires interface must require panel to be open (#20764)
https://github.com/Aurorastation/Aurora.3/issues/18299

Original bug report was for Air Alarms always displaying their wiring
interface when interacted with, even when the maintenance panel was
still closed.

I found a few other objects which also did not correctly check if wires
were accessible before displaying the interface.

There also remains some inconsistency: some objects will always display
the wire interface when clicked on with panel open, but others require
you to have certain tools in hand too (wirecutter, multitool, etc.).
Without them in-hand, they won't give you the wire UI. I'm indifferent
to which option is better, but it should be made consistent. If someone
feels at all strongly about having tools in-hand vs. not to see the
interface, then I can also make that change with whatever the prevailing
opinion is.
2025-06-01 10:54:51 +00:00
Fluffy 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
Fluffy 0f145d473e Some rework on the skin.dmf (#20494)
Removed the use of deprecated parameter icon-size.
Uniformed all clients to use fit to screen.
Fit to viewport is automatically attempted at login.
Statusbar is now hidden by default, giving more screen space.
Toggle fullscreen now works as expected, for even more screen space.

---------

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-03-03 21:39:35 +00:00
Snowy1237 a217abf9ba Fixes the CE hardsuit magboots turning invisible when magboot mode is turned on. (#20538)
See title.

Fixes #18393
2025-03-02 14:07:33 +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
Cody Brittain 67400e0b13 Added a hardsuit for Solarian Special Forces (#19846)
I had this sprite lying around for a potential rework of our Operative
outfits. This might still happen, but with Odyssey coming sooner or
later, I felt it was better to get this implemented now for usage by
storytellers and actors.

![image](https://github.com/user-attachments/assets/fdd391d5-ba3a-4a6c-a4e5-b6f6d0032ddf)

This is a specialized variant of the Vampire hardsuit, for Solarian
Special Forces. The commando variant (the only one implemented) has
deathsquad-tier stats. This should not be used lightly, but as a
definitely and obviously hostile alternative to the Asset Protection
teams currently implemented.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-12-24 12:41:32 +00:00
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
Cody Brittain dc610520fe Refactor /obj/screen to /atom/movable/screen (#19852)
Part of backend stuff required for #19188. Should probably be test
merged.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-09-21 12:12:07 +00:00
Ben 3c474b70df New TCAF Legionnaire Hardsuit (#19892)
Adds new TCAF Hardsuit 'Legionnaire'. Sprites provided by @NobleRow 


![image](https://github.com/user-attachments/assets/5bd8f347-455d-4a69-91c7-713633ea3a00)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-21 11:36:20 +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
naut 0b36a3ab75 Aayun Kaiser's Custom Suit - New Paintjob (#19858)
Gave Aayun Kaiser's custom suit a makeover. Now befits a captain and is
painted in SCC blue and gold, with silver accents.

Commission work for Lmwevil. Thanks for supporting me ^^


![image](https://github.com/user-attachments/assets/daf1ae8a-af25-4c10-b2e1-9be9d3031391)

![image](https://github.com/user-attachments/assets/2ae29d20-21b7-49ba-88cb-e847bd45510e)

![image](https://github.com/user-attachments/assets/8ac1b98d-81f5-4605-a57f-922cd23ec86e)

![image](https://github.com/user-attachments/assets/270b1813-8a74-434e-8042-49627cb4745a)
2024-09-04 12:24:38 +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 1345beac4b Added the z-level manager system from TG (#19532)
Added the z-level manager system from TG, mostly
2024-07-22 13:00:38 +00:00
Fluffy 947487ba62 Updated the Datum Component System and dcs signals handling (#19625)
Updated the Datum Component System and dcs signals handling
2024-07-20 17:33:21 +00:00
Fluffy c1a04de1d1 Fixed RIG leap actuator not working (#19495)
Fixed RIG leap actuator not working

Fixed #19494
2024-06-21 09:32:57 +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
LynxSolstice 4a45d5454b Return of the Paramedic (#19125)
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.

also I just like it better.

Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
2024-06-14 21:05:34 +00:00
Fluffy aeb27e21e1 Fixed vars getting set twice in the same class (#19294)
Fixed vars getting set twice in the same class
2024-06-02 23:13:31 +00:00
Fluffy 0dc6f03a46 Slight refactor and improvement of the hands inventory handling (#19282)
Slight refactor and improvement of the hands inventory handling procs,
DMDoc, SDMM markings.
Fixed a runtime with RIG cells removal.
2024-06-02 18:44:17 +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 37ba219cd0 Rig maintenance panel pryable (#19216)
Made hardsuits maintenance panel pryable open, large chance it will
shock you if you don't have insulating gloves, takes a while to do.
Minor refactoring of the attackby code for the hardsuits, DMDoc'd and
minor refactor of the electrocute_mob proc.

Fixes #19173
2024-05-31 21:25:45 +00:00
Fluffy a5f56ff9a2 Fixed RIG constructor sound when using some tools (#19291)
Fixed RIG constructor sound when using some tools

Fixes #19171
2024-05-31 20:15:52 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
naut 128c014e06 Aayun Kaiser's custom ESS rig (#19117)
Adds Aayun Kaiser (Lmwevil's character)'s custom item into the game: a
prototype ESS suit clad in black and purple. Comes with a nice built-in
scarf.

Additionally mods the stock offworlder ESS rig to be able to dispense
RMT.

See
https://forums.aurorastation.org/topic/20316-aayun-kaisers-prototype-scarab-ess/
for relevant canon app.


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/4f4c7f15-90e8-4b7d-b822-d8a43f99b0f4)
![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/baecc922-4476-42eb-a8a7-9654d61e0e88)
![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/e37b8189-2b6b-420a-9b15-b125522dbffc)
![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/de84dffe-3c78-45d9-8367-33626903fb95)
2024-05-12 19:02:33 +00:00