The hide uniform, suit and hat buttons now work in character setup. I
changed it slightly so it will work regardless of it being a loadout or
job item in the specific slot, mainly because that was easier but also
because sometimes you want to change the uniform but the suit is in the
way.
Changes:
> - imageadd: "Made sandal sprites use a standardised colorable
palette."
> - rscdel: "Removed flip flops due to the sprite being identical to
geta sandals."
> - bugfix: "Fixes caligae (sock) sprite for Unathi."
The Unathi caligae (sock) sprite had its directional variants done
wrong, so all directions but the front facing used only the accent
color.
Changes are not substantial enough for any images of changes.
# Summary
This PR introduces colorable high visibility jackets and pants. They are
available in the character loadout.
**[Breaking change]**
Existing high visibility clothing received its own category in the
loadout and breaks current loadouts using said clothing.
The currently worn clothes need to be re-selected from the new group.
## Changes
- Added a colorable version of high visibility jackets and pants.
- Moved existing high visibility clothing to their own selection in the
loadout out of the generic jackets/pants group.
- Fixed a bug that prevents the usage of accents/part-building for
pants.
- Added a dedicated code file for high visibility jackets and pants
along some refactoring.
- Introduced minor protection values for high visibility clothing.
- Removed duplicate jacket emissive sprites and fixed jackets getting
the right pattern for their type.
## PR Notes
Any mapping-tag is due to the changes in the high visibility clothing
type names, no map has been changed aside a global type name
replacement.
## Preview
A combination of colored jacket and pants. Selected was green for the
base color and yellow for the accent color.
<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.
<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>
<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>
<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>
I have tested this PR and have verified in my dev environment that it
works as advertised.
Yeah I don't really have anything special to say about this one
> - imageadd: "Resprited woolen hats."
> - imageadd: "The colorable woolen hat now has an accent color."
> - rscadd: "An uncolorable, generic woolen hat has been added to the
loadout."
I trust you will be able to tell which one is the new sprite.
<img width="2049" height="1025" alt="woolen"
src="https://github.com/user-attachments/assets/462c765d-ed1c-4c52-a0c7-cdaf96c138e8"
/>
Will say this here on the top, this PR removes all letterman labcoats,
it also does these things:
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Now, to explain each change
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
Basically, if the corporation did not have a specified white color on
their wiki page, then their labcoat uses the colorable white palette.
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
Hopefully self-explanatory
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Quite honestly? File bloat, and they did not look all that great, these
are my arguments for their removal. That's about it.
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.
This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.
Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Adds 1 new uniform for the Ve'katak Phalanx; the squad leader uniform,
intended exclusively for future off-ship use.
Credit to @RustingWithYou for the original sprites
Standardises the Ve'katak security and medical uniforms with both
existing and new variants.
Credit to @RustingWithYou for the original sprites, tweaks by @GMR25
Allows the Ve'katak medical uniform to be taken by physicians.
They are going to be filled anyway, and this way people won't have to
raid paper bins nearly as much. It adds a variant of the notepad and the
journal that is pre-filled with 5 blank papers. It also adds 5 blank
papers to my own custom item as an extension of this.
Also this fixes a runtime error when journals with content were deleted.
Destroys a ton of sources of lag:
- /obj/machinery/biogenerator/interact and
/obj/machinery/computer/rdconsole/attack_hand
Both of these call REF(src) constantly on their UI update, which also
happens constantly. Death by a thousand cuts
- /obj/machinery/button/ignition/attack_hand and
/obj/machinery/button/switch/holosign/attack_hand
Sleeps rather than timers, iterating the entire machinery list rather
than just storing the IDs we need at roundstart
- /obj/machinery/telecomms/update_icon and /obj/machinery/meter/process
Calling overlay updates WAY TOO MUCH. UpdateOverlays is a significant
overhead for the server at this point and the two of these combined are
responsible for a little over 20% of updates. They now should only
update overlays when necessary rather than every tick.
- NEW! /obj/machinery/disposal/proc/update and
/obj/machinery/portable_atmospherics/hydroponics/update_icon
These two were also offenders, worse than telecomms but better than
meters. They have also been brought into line.
- /mob/living/carbon/slime
Hard-del'd if grinded into slime extract less than two minutes after
being "born". Fixed by adding TIMER_DELETE_ME flag.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Changelog:
> - rscadd: "The tribunalist medical cape can now have its mantle be
rolled up, like its non-medical tribunalist counterpart."
> - rscadd: "Alt-clicking on tribunalist capes now rolls their mantles
up."
> - bugfix: "All dominian capes should now properly display as attached
to clothing in character setup preview."
I have noticed that non-Zavodskoi dominian capes never seemed to display
as attached in the character setup, and attempting to solve that made me
notice how all the capes are poorly pathed and have vestiges of code
solutions made for their old sprite variations. So this PR, which was
made in like 30 minutes, _attempts_ to fix that.
I also have noticed that the tribunalist medical cape had sprites that
allowed it to be rolled up, but the code did not support that. Now it
does. I also added an alt-click functionality to roll them up, because
why not.
My mistake; I forgot to change the loadout entry for these things away
from the generic name that I used. Updates that from 'koko-reed
cigarette packet' to 'Ha'zana Corsair Afterburners cigarette packet'
Co-authored-by: Crozarius <cowsgomooand@gmail.com>
Adds a new hearing aid case item, capable of holding a pair of hearing
aids. This is added to the hearing aid selection in the loadout,
allowing you to start with a pair of hearing aids.
(also adds names to each of the hearing aid types)
A slight clean up to Dominia flags.
- Zhurong Flag added: description text by Schwann / Human Lore
- Kazhkz and Han'san flags removed from loadout per request of Captain
Gecko / Unathi Lore
- Kazhkz, Han'san and Imperial Diona flags slightly tweaked. They still
do occationally appear in random loot, so the flavour text (and name for
the diona flag) have been adjusted to make sure they're not completely
lore breaking in those instances.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Fixed Consular Officers, Diplomatic Aides and Corporate Aides being able
to take the holster despite not being intended to possess firearms,
whereas the Diplomatic Bodyguard now can as intended.
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
This PR is intended to make raskariim more playable on the station. It
accomplishes this in two ways: First by allowing raskariim the choice of
fake religion, so they are not bound to always be fake ma'ta'ke, but can
also fake being for the suns.
The second thing is the addition of 3 new charms. These charms can only
be selected by raskariim in the loadout, and is intended as being
related to one of the three sects. If a character who is a raskariim
examines the charm, they get an extra message as shown in the images,
that the owner is also a raskariim. This would allow them to have a
chance to interact, without awkwardly forcing it OOC or through out of
game talking. This message doesn't show for non-raskariim, who should IC
be unable to identify that the charms belong to raskariim instead of
just being another kind of charm.
To accomplish the above, the religion check in the loadout was also
rewritten to permit multiple religions to be listed, so that both
raskariim types can select the charms.
<img width="325" height="334" alt="image"
src="https://github.com/user-attachments/assets/751832b9-89e3-4f0f-82ef-01206bbf09d9"
/>
Sprites (all by me):
<img width="196" height="153" alt="image"
src="https://github.com/user-attachments/assets/d8e93f0f-710e-450e-9629-d37558dcc519"
/>
Examine text if raskariim:
<img width="793" height="356" alt="image"
src="https://github.com/user-attachments/assets/b75eea3d-294f-4615-b2f0-bd10bf60c103"
/>
Examine text if not raskariim:
<img width="778" height="307" alt="image"
src="https://github.com/user-attachments/assets/24b64a1f-197f-44f0-9249-e93a9ce2bffe"
/>
---------
Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This PR "Gently refactors" organs in preparation for adding in new
variant organsas requested by HumanLore. Additionally, it adds in
several organs that were requested by Human Lore, as described in:
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
The new augments include: Auxiliary Heart, Platelet Factories, and
Subdermal Carpace
Additionally, all of the new Galatean Bioaugs have been added to the
antag uplink.
The bulk of this PR consists of replacing a majority of all the organ
"Magic Numbers" with variables which could feasibly be modified by any
new kind of organ object. Additionally-- although it's unused in this
PR, here's also a new optional boolean for hearts to create a "Fake
Pulse", which would be useful in the future for event character shells
to be able to fool a pulse check. Finally, the heart systems are
configured to use Signals so that arbitrarily any component can
introduce their own modifiers to the heart statistics.
This PR was requested by Human Lore:
<img width="434" height="290" alt="image"
src="https://github.com/user-attachments/assets/98236886-1c19-4621-958e-c154ae66f2ad"
/>
Sprites have been made by @NobleRow
- Adds a Europa music cartridge, with 4 new sound tracks added for this
cartridge.
- Reduces the volume of all tracks I've added in prior PRs.
- Cannibalises the `lobby/crescent_expanse` tracks as — in hindsight — a
generic sector getting its own lobby tracks is a bit much and would mean
generic lobby tracks are never heard. saving it for major
systems/uncharted zones/special places. 1 sound file removed; 1 now used
in the Europa cartridge
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/europa/casting_faint_shadows.ogg | "casting faint
shadows" by Ikaiora
(https://ikaiora.bandcamp.com/track/casting-faint-shadows-2) | CC
BY-NC-ND 3.0 |
| sound/music/regional/europa/where_the_dusks_rays_leap.ogg | "where the
dusk's rays leap" by Ikaiora
(https://ikaiora.bandcamp.com/track/where-the-dusks-rays-leap) | CC
BY-NC-ND 3.0
| sound/music/regional/europa/deep_beneath-.ogg | "Deep Beneath the
Solemn Waves a Vast Underwater Landscape, Brimming With Bizarre, Eerily
Gleaming Cyclopean Structures of, What Must Surely Be, Non-Human
Origin, Stretched Out Across the Ocean Floor" by Unknown
Oceanographer/Under Jorden
(https://under-jorden.bandcamp.com/album/deep-beneath-the-solemn-waves-a-vast-underwater-landscape-brimming-with-bizarre-eerily-gleaming-cyclopean-structures-of-what-must-surely-be-non-human-origin-stretched-out-across-the-ocean-floor)
| CC BY-NC-ND 3.0
| sound/music/regional/europa/instrument_park.ogg | "Instrument Park" by
Little Bradley
(https://myprivateunderground.bandcamp.com/track/little-bradley-instrumental-park)
| CC BY-NC 3.0
| sound/music/regional/europa/way_between_the_shadows.ogg | "Way Between
The Shadows" by Mokusei No Maguro
(https://mokuseinomaguro.bandcamp.com/track/way-between-the-shadows) |
CC BY-SA 3.0 |
All sound files compressed to 20K. No transformation or remixing done.
dredging bandcamp for decent, copyright permissive songs by non—mass
production artists has been soul-draining lol. this is the last music pr
from me
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"
/>
As the title says. The PR was done on the request of VeteranGary with
sprites provided by Noble Row.
The reasoning for it is to give some more visual variety, by allowing it
to appear over the standard security armor plate. It has been added as a
belt for that purpose, with the reasoning that there is the explorer's
belt that similarly is a chestrig.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/belt.dmi | Noble Row (Aurora Station) | CC0 |
| icons/obj/clothing/belts.dmi | Noble Row (Aurora Station) | CC0 |
Adds S'rendmarr and Ma'ta'ke versebooks to the game. Thanks to Tajara
Lore (especially @WilliamMurdoch) for the lore bits
Versebooks were added to loadout and now replaces the previous bible for
Tajaran priests.
In the future it might be best to merge the capabilities of bible with
versebooks (so religious versebooks can make holy water)
### Example Verses
S'rendmarr: _There is always hope beneath the light of the suns. Do not
fret at the horrors of this world, o child! Your guardians watch from
above._
Ma'ta'ke: _At that moment the king boasted of his victory and Mata’ke
quickly drew his sword, stabbing the king in his black heart who fell to
the floor. “One’s temper dictates the battle,” said Mata’ke as he wept
for his fallen battle-brother._
<img width="338" height="269" alt="image"
src="https://github.com/user-attachments/assets/da5311b6-e69a-4201-b268-099384f20f59"
/>
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Adds soundplayer functionality to earphones, headphones and earbuds.
They can now play music, loaded via music cartridges with preset
playlists.
Heavily based off CMSS13's Walkmans and our Audioconsoles.
Current Features:
- All earphones have a cartridge slot. Cartridges can be inserted by
clicking an earphone, and removed via an eject_music_cartridge() verb.
- Inserting a cartridge will load a playlist containing /datum/tracks,
where track names and sound files are loaded.
- Shift+Clicking or will Start/Stop a playlist, creating or deleting an
active sound_player token.
- Alt+Clicking with Pause/Unpause the current track, preserving an
active sound_player token.
- Attack_self will eject the music cartridge. Ejecting a music cartridge
also terminates the sound_player token.
- Volume controllable via verb.
Missing features i am too weak to figure out:
- There is no auto—next song, and a user must manually use next_song()
or previous_song() verbs to iterate through a playlist.
- Part and parcel with no auto-next: Tracks automatically loop due to
using the PlayLoopingSound() proc. Ideally, tracks should not loop.
- There is no accomodation for user-uploaded sound files.
- There are no UI implementations of earphone controls, which could be
more user friendly.
Music Cartridge CoderIcons:
<img width="430" height="106" alt="aaa"
src="https://github.com/user-attachments/assets/5c15d5f4-b2e1-4ece-8076-2e93a5853168"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/venus/all_night.ogg | Rollergirl
(https://rollergirl.bandcamp.com/album/rollergirl) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/billy_ocean.ogg | Rollergirl
(https://rollergirl.bandcamp.com/album/rollergirl) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/artificially_sweetened.ogg | Stevia Sphere
(https://steviasphere.bandcamp.com/album/artificially-sweetened-single)
| CC BY 3.0 |
|sound/music/regional/venus/real_love.ogg | Stevia Sphere
(https://steviasphere.bandcamp.com/album/artificially-sweetened-single)
| CC BY 3.0 |
| sound/music/regional/venus/dance.ogg | ウナチャンUNACHAN
(https://unachan.bandcamp.com/track/dance) | CC BY 3.0 |
| sound/music/regional/venus/love_sensation.ogg | ウナチャンUNACHAN and
bedroomtheft (https://unachan.bandcamp.com/track/love-sensation) | CC BY
3.0 |
| sound/music/regional/venus/funky_girl.ogg | B~mO9000
(https://bmo9000.bandcamp.com/album/v-i-n-t-a-g-e) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/break_the_system.ogg |
(https://bmo9000.bandcamp.com/album/wanted-in-80s [Download Only]) | CC
CC BY-SA 3.0 |
| sound/music/regional/xanu/xanu_rock_3.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-SA 3.0 |
All sound files compressed to 20K sample rate. No
transformations/remixing
This PR adds a pair of new "BioAugs" as loadout options for Galatean
characters, called Mind Blanker. They come in two variants, and both are
available exclusively to Galateans. The basic version of the mind
blanker makes its user immune to mind-affecting psionic powers.
The advanced version of it inflicts lethal biofeedback on any psychic
that attempts to enter the user's mind, while also providing the user
with the same protection as the basic version. The advanced version is
more expensive, and is exclusively available to Galatean Consulars.
This PR was requested by Human Lore for their "Galatean Bioaugments"
list.
<img width="739" height="334" alt="image"
src="https://github.com/user-attachments/assets/8dd0e65c-2834-4949-8a03-8966f22eeca4"
/>
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Adds five new songs for Aurora lobby music - no more baseline SS13
stuff!
Also backports the original Title3 for that OG SS13 goodness.
Taken mostly from CCMixter.
Information in licensing_information.txt.
Also, updates the lobby music toggle to be a volume input. Set to 0 to
mute.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
* Please describe the intent of your changes in a clear fashion.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**
- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**
- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)
- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.
**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>