Commit Graph
586 Commits
Author SHA1 Message Date
VMSolidusandGitHub 31d2be267d Morale UI Indicators (#22468)
This PR extends the functionality of the Morale Component to also
provide a UI element. Which is dynamically controlled by the component.
Players can click on it to view their current morale modifiers, and what
percentage effect said modifiers are currently providing. Morale is not
actually new, the mechanic has been on the server for over a month now,
though the players had no way of knowing it was there unless they
closely follow along with the github history.

I have extensively tested this over the course of 6 hours of work, and
have attached video proof of said testing.


https://github.com/user-attachments/assets/c0d3ca3a-0a52-46e1-8e46-9d1e5ef46e4f

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

| Path | Original Author | License |
| icons/mob/screen/morale_ui.dmi |
https://github.com/BeeStation/NSV13/commit/b6b1e2bf2cc60455851317d8e82cca8716d9dac1
| CC-BY-SA-3.0 |
2026-05-21 15:01:06 +00:00
BatrachophrenoandGitHub 9d6b304ac7 [IDB Ignore] Centralize HUD icon file location (#22464)
Moves all HUD screen object icon files from various scattered locations
to icons/hud. No changes made to any icon_states in this PR, no
player-facing changes. Part of larger icon organization work and in
preparation for action button rework.
2026-05-18 19:19:40 +00:00
VMSolidusandGitHub 180dc76e45 Progress Bars HardDel Fix (#22287)
This one was an extremely niche hard del. I have progressed beyond
scraping the barrel for hard dels, and into licking the dust off the
barrel's floor at this point.

<img width="475" height="165" alt="image"
src="https://github.com/user-attachments/assets/5fe240d6-0ecd-4470-8b33-aeb5004d46dd"
/>
2026-04-20 11:32:58 +00:00
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
d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00
BatrachophrenoandGitHub 1d2871729f Internals runtime bugfix (#22259)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22254

Adds lines missing from
https://github.com/Aurorastation/Aurora.3/pull/22224! Last change did
not go through, causing runtime when enabling internals w/ CO2 jetpack.
VSCode moment.
2026-04-16 20:05:43 +00:00
BatrachophrenoandGitHub c50a2d9c69 Internals tank co2 check (#22224)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22170

This PR disqualifies any tank with distribute_pressure set to 0 from
being considered by Internals when determining the 'best' tank
available. This currently only affects CO2 jetpacks.

This PR also adds a few cases where using the atmos analyzer on a tank
didn't update its manipulated_by var.
2026-04-15 15:06:38 +00:00
VMSolidusandGitHub a290281d14 Fix Improper Destroys (#22166)
We think the culprit behind this one was VSCode autofilling Destroy()
with . = ..()
which is improper. There's a **surprising** number of improper order
Destroy() procs in the repo, so I might as well get all of them in one
pass. Several of these files are associated with currently known hard
dels, such as the modular computer and organ related dels. More than a
couple were my own mistakes, since the Destroy() or Removed() . = ..()
behavior on signal registering objects also prevents the signal from
being unregistered, which similarly creates a hard del.

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-04-08 15:52:13 +00:00
Cody BrittainandGitHub 77aca119d9 Added screen alerts (#22051)
Ports screen alerts from CM13. This enables an immediate reference to
whether you are cuffed or buckled. It also provides an easy way to get
out of said situation by simply clicking on the alert.

<img width="430" height="454" alt="image"
src="https://github.com/user-attachments/assets/0c20abf2-0901-49e0-ac29-492ba7c6dbe5"
/>


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

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/screen_alert.dmi (buckle, succumb) | CM13Devs (CM-13) |
CC-BY-SA 3.0 |
2026-03-23 09:16:23 +00:00
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
WildkinsandGitHub 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
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
WildkinsandGitHub 025849f0fb Fix tool interaction runtime (#21835)
see title

base_item_interaction was passing src (the target) rather than
attacking_item as the obj/item/tool. i do not know how much this broke
but it certainly made the server upset with runtimes
2026-02-08 07:04:15 +00:00
AlaunusLuxandGitHub 24adc2268b Various player greimorian fixes, gives greimorian queen an attack reach of two (#21166)
Most of these are self explanatory. Servants should be able to see in
the dark. They should not speak TCB. The user should get feedback if a
skill fails. The icon state shouldn't be set to resting if the simple
mob AI will take back over (which it does), though I'm not a huge fan of
the way I solved that one - should it be a more generic var like
`should_not_sleep` on simple mobs? Then it would need a typecast as
well.

The first big change here is removing `environment_smash` from the
`attack_generic` proc. As far as I can tell, this variable is almost
entirely deprecated. I only saw one check relying on it, in
`/obj/structure/closet/statue/attack_generic(var/mob/user, damage,
attacktext, environment_smash)`, but when I tried to spawn one it was
invisible, so I assume that is also something that is mostly deprecated.
As such, I removed the variable from the function call, lining its
arguments back up with what the function is expecting. Maybe I should've
done named arguments here, but given that there's only that one function
that expects it, I just removed it.

The second big change is giving the Greimorian Queen reach on its melee
attacks. I was mostly trying to fix the case where the queen can't
attack a mob to its north, due to the mob being covered by the queen's
icon. Attacking two tiles away looks fine when the queen is facing
north, but facing south it looks not great. Directly East and West are
usually okay, though it depends exactly which tile is being attacked.

I did also duplicate a function, which I'm not a fan of. Perhaps
`attack_can_reach` should be made more generic. Let me know the best
place to do that, if so.

I'm not completely sold on adding the reach in its current form: Aside
from the top center 3 and the two furthest east and west, it reaches way
too far without good visual feedback that it can/is doing so, especially
the bottom ones and corners.


https://github.com/user-attachments/assets/a2b95cee-fe2d-4bc6-bf43-2e5b6e2e8f86
2026-02-05 11:33:56 +00:00
Cody BrittainandGitHub 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
BatrachophrenoandGitHub 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
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
KanoandGitHub 58570e035a Adds base planning blueprints (#21626)
## About PR

Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!

Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.

Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.

## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
2025-12-19 23:26:56 +00:00
Casper3667andGitHub 3541ce57fd Slight rework of how tajaran watches work and new papercode for taj time (#21582)
This does a few times, after the scope got bigger than I originally
planned:
- Watches now have an action button top left to check time.
- Taj time checking code was moved over to the time helper file to not
be watch exclusive.
- The taj wrist watches now shows the time on adhomai.
- Papercode now has the ability to show taj time and date, and to insert
the credit symbol.
2025-11-30 11:17:14 +00:00
Casper3667andGitHub a608689ff6 Fixes glass panes and windoors (#21591)
fixes https://github.com/Aurorastation/Aurora.3/issues/20418

After testing way too many ways to fix it, this was the only way I could
find that did not cause other issues. It should probably be testmerged
just to ensure it doesn't break something else.
2025-11-15 23:15:23 +01:00
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
cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
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>
2025-10-16 11:39:15 +00:00
BatrachophrenoandGitHub 4d41b0595f Horizon mapping cleanup and bugfixes (#21450)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21289
Fixes https://github.com/Aurorastation/Aurora.3/issues/15779

Handles a lot of mapping cleanup, container definitions for the Horizon,
and several bugfixes found along the way.

changes:
- code_imp: "Added set definitions for several Horizon-specific
containers."
- code_imp: "Updated 'full' material stacks on the Horizon from sneaky
var-edited singles to properly defined full stacks"
- code_imp: "Cleaned up all Air Alarms, Fire Alarms, and APCs on the
Horizon that were directional children with their dir var edited."
- code_imp: "Cleaned up all Power Cables on the Horizon that had d1 or
d2 var edited instead of just icon_state."
- code_imp: "Adjusted pixel shifts for 'south' (north-facing) Air
Alarms, Fire Alarms, APCs, and Extinguisher Cabinets to address layering
issues when standing vs. leaning."
- code_imp: "Minor refactor of shuttle/* Air Alarms and APCs to reduce
excess children; req_one_access perms now assigned based on
/area/horizon/shuttle/*."
  - qol: "Adds feedback hint for uses remaining to Emag cards."
- qol: "Added Tip about the shift-click behavior of the 'up-hint'/'Look
Up' button."
- bugfix: "See-through turfs (like lattices/catwalks over open space)
can now be Looked Up through from below."
- bugfix: "Fixed the shift-click behavior of 'up-hint'/'Look Up' button,
allowing you to see nearby turfs that can be Looked Up through."
- bugfix: "Maintenance Panels located on the floor have had their
layering issues fixed."
- bugfix: "Borg eye emissive effects MAYBE no longer visible through
higher z-levels."
- bugfix: "Added missing leanable component to window/shuttle obj type."
2025-10-07 22:12:03 +00:00
d15af024a5 Removes the movement delay upon taking things out of containers. (#21264)
This is a bit of an experiment, but this cooldown is in my opinion
probably one of the largest factors to Aurora feeling laggier than other
servers. Let's give it a shot.

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-09 10:12:10 +00:00
a3a9a2ad4a Fixes armour penetration not working against mechs in melee. (#21265)
A deprecated variable in the apply_damage chain fucked up the variable
order.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-31 15:25:05 +00:00
7f191458cf Red nightshade nerfs. (#21227)
Red nightshade is an overly centralizing traitor/merc item because of
its practically zero downsides when compares to its massive benefits,
such as complete pain immunity and a whopping 1.25x damage multiplier on
all melee damage (for comparison, on an energy sword that's 42 damage
total, with 25 AP, meaning that its hits will penetrate EVERY armour in
the game). This makes melee not only insanely strong but basically
riskless in most situations, especially when combined with the esword's
parry mechanic.

Red nightshade's pain immunity has been removed in favour of a
painkiller effect of 75, more than mortaphenyl. The melee damage
multiplier has been reduced to a more sensical 1.1x.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-25 10:42:13 +00:00
AlaunusLuxandGitHub 4697e7b347 Reduces vision while in closet or trash pile and fixes closet teleporter camera update (#21154)
This started out as an update to reduce vision while inside closets.
While I was testing that, I noticed closet teleporters weren't updating
the camera properly, so I fixed that, as well as a bug with an early
`return` causing closets to have 0 density while a closet teleporter was
on cooldown.


Reduce vision inside locker:
<img width="1354" height="1345" alt="image"
src="https://github.com/user-attachments/assets/5f581031-51c0-4502-bddd-21045329c754"
/>
2025-08-15 13:58:31 +00:00
BatrachophrenoandGitHub c2f054fd81 DMdocs (#21103)
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.

I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(

No actual code change anywhere in this PR, only comments.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-08-09 12:22:56 +00:00
Matt AtlasandGitHub 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
BatrachophrenoandGitHub 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
Cody BrittainandGitHub 0782d0f29c Balloon alert improvements (#20798)
Updated balloon alerts with the latest changes from tgstation.
Improvements include a new plane for them, and their duration changes
depending on their length.

Unfortunately, since they were added, they have been abused for really
long text that is difficult to parse in-game (by myself included).
Balloon alerts are useful, but they are not smoking guns and have
limitations due to their lack of persistence. I have clamped down on
their abuse in favor of the standard established by tgstation, [seen
here](https://hackmd.io/0Cvr4hpcTe-KI6SbgfUWtw#balloon_alertballoon_alert_to_viewers).
We lack updated runechat so I will not propose this be a fully
implemented standard at this time, but I have cut down all existing
balloon alerts to size.
2025-06-11 09:52:13 +00:00
FluffyandGitHub 86f8d6fd4f Movement update v2 (#20548)
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
2025-03-22 11:38:05 +00:00
FluffyandGitHub 08b82baea4 516 Renderer update (#20579)
Updated the renderers to work with BYOND 516.
Some update of ZAS to hopefully be more efficient, and cold/hot air
effects.
Gas effects are now less prominent.

Ported from Bay
2025-03-22 11:20:21 +00:00
FluffyandGitHub 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
FluffyandGitHub 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
99ed2bf2f3 Look up/down hotkeys and quality of life. (#20355)
- You can now look down open spaces by shift clicking/examining them
when they're next to you.
- You can now look up open spaces by clicking the HUD element at the top
right.
- Fixed inconsistencies with the camera getting stuck while looking up
or down. It should now be much more fluid.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-01-28 17:47:50 +00:00
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
FluffyandGitHub 457a091d9a Clicks refactor (#20321)
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
2025-01-09 23:04:48 +00:00
FluffyandGitHub 1ba0b35838 New opendream pragmas (#20260)
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)

No player facing changes (hopefully)
2024-12-29 11:12:09 +00:00
FluffyandGitHub 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
FluffyandGitHub 727eb2d261 Flags and adjacency work (#20259)
Added a bunch of flags for passflags on things that were previously
missing them.
Removed snowflake passthrow var, it's a passflag now.
Updated ClickCross and Adjacency code.
It's now possible to interact with things that are adjacent but
otherwise have a machine (or other appropriate items) blocking them, eg.
think of an APC on the wall with a machine in front of it.
2024-12-24 16:05:30 +00:00
27704cc8d2 The Great Unstationing (#20269)
Replaces many references of station with SSatlas variables using
station_name().

Touches alot of things in the process (mostly moving some aspects to
New() to allow for calling of proc/variable.)

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-12-24 12:42:53 +00:00
534a0774eb AI Remote Control Fixes (#20198)
Fixes https://github.com/Aurorastation/Aurora.3/issues/13267
Fixes https://github.com/Aurorastation/Aurora.3/issues/16881
Fixes https://github.com/Aurorastation/Aurora.3/issues/14039
Fixes https://github.com/Aurorastation/Aurora.3/issues/14062

Also adds QoL where pressing eject on remote controlled mechs exits
remote control.

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-03 12:44:02 +00:00
1da20ad33f Adds the Odyssey gamemode. (#18972)
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution

To-do:

- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
2024-11-26 20:18:43 +00:00
Matt AtlasandGitHub 17df1ff2b4 Revert "Adds a Pants slot" (#20173)
There are some bugs that need to be addressed.
2024-11-15 23:26:13 +01:00
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
FluffyandGitHub d40d459d42 Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal.
Some tweaks to the signal.
2024-10-26 15:53:07 +00:00
FluffyandGitHub 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
FluffyandGitHub 9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +00:00
FluffyandGitHub 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