# Summary
This PR adds a argument check to the spawn verb to prevent server lag
caused by searching all atoms.
## Changes
- Added length check to admin Spawn verb.
I have actually tested this PR to verify it. Thanks to Sentry for
finally giving me the data point needed to figure out where the hell the
bug was coming from. It turns out the culprit for The Pants Hard Delete
was people accidentally saving Abstract Pants in their loadout, which
would immediately produce a runtime error when the game attempts to add
them to the chargen dummy.
<img width="655" height="560" alt="image"
src="https://github.com/user-attachments/assets/6b4028a2-0661-4479-a9a5-03cc7157e5f7"
/>
<img width="1919" height="985" alt="image"
src="https://github.com/user-attachments/assets/f10f6e84-65e3-4a73-b977-4017aca5169a"
/>
I have also actually tested this PR. This PR cleans up Hostile Mob code,
removing **several** hard del conditions that were universal across all
hostile mobs, as well as a few individually specific simple mobs that
weren't cleaning up overlay images correctly. While I was at it, I
removed some verifiably unused vars from hostile mobs.
Another PR for Bluespace Techs, this time swapping them to hold a
weakref to their original mob. There's a ton of code in BSTs that can
create race conditions with all their associated Destroy() procs, so
swapping them to weakref methods should significantly cut down on that.
Light sensitivity traits (either to excess of light or absence of light)
were not firing, because they were tucked behind a 0.1% chance prob for
an unrelated spooky noise proc if you're in pitch black.
Did some testing and found a prob value that was infrequent but not
absent. Also added a little visual effect for the light-sensitive one
(similar to v minor flash, which is 1 eye dmg that immediately heals & a
very brief translucent grey overlay).
* Please describe the intent of your changes in a clear fashion.
Fixes
[SERVER-PROD-8](https://sentry.io/organizations/aurorastation/issues/7404514309/).
The issue was that: Mob's `adjustHalLoss` compares HUD `pain` object to
integer, instead of organ's numeric `pain`.
- Corrected pain check from local 'pain' variable to 'E.pain' when
healing damage.
- Ensures the pain attribute of the specific entity 'E' is referenced.
This fix was generated by Seer in Sentry, triggered by Werner. 👁️ Run
ID: 13169977
Not quite right? [Click here to continue debugging with
Seer.](https://sentry.io/organizations/aurorastation/issues/7404514309/?seerDrawer=true)
* 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 |
---------
Signed-off-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
closes#22079closes#21945
This bug was also my fault, and it happened when I decoupled organ
processing from the life() tick to prevent organs being processed twice.
Since Huds were generated during the Life() tick, but implants were
adding the Hud during Process(), a flicker occured whenever they fired
out of sync, with the Life() tick erasing the hud and Process() adding
it back. To significantly cut down on the time complexity of having to
iterate and fire every HUD producing implant and component during
Life(), I've instead reworked it into a Signal that permits the HUD
implants to inject hud elements into the Life() codepath dynamically.
Here is the fix in action now.
https://github.com/user-attachments/assets/18ccc80d-cb5f-4fd7-9ad5-28c91acf6ca5
closes#22082
This PR makes it so that reading faxes via the admin commands bypasses
the language system, effectively giving Admins and CCIA a universal
translator for faxes.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
closes#2951
Oh my god this was the oldest confirmed still active bug in the entire
issue tracker, and it's 9 years old. This bug was reported originally in
2017 and was never fixed. Uhhh. Hell.
This makes it so that pAIs can actually control a hardsuit via an
installed IIS Module. The thing that module was meant to do 9 years ago.
closes#22065closes#22107
This PR fixes some bugs with point blank gunfire that made it not work
as intended. It's now possible to shoot someone on the same tile as you
(such as a Human Shield Hostage) if you click on them directly,
otherwise your bullets will bypass them by shooting in the direction you
declare. You can also no longer shoot people who have a one way glass
window between you and them, the bullet will hit the glass first.
Finally, you can also no longer accidentally shoot yourself if you
sprint forwards in the same direction you are shooting (by running into
your own bullets).
Basically, you can now take a human shield, use them as cover, and then
when security tries to run in you can execute the human shield by
clicking on their head.
Yes, you can also still shoot yourself if you deliberately click on your
own sprite. Suicide by gun still works.
https://github.com/user-attachments/assets/fbfe0eea-03ee-419a-b9ae-c08af79c1e15
Adds some signals to update the HUD when necessary.
The only one which will fire every tick is in remove_pain, which will
now only fire if there is pain to remove.
The extra update in robotize is necessary because robotize is called
after Initialize, so robot limbs were being set to the wrong colour.
Fixes: #22186
# Summary
This PR refactors radiation values and cleans up custom radiation values
without a definition.
This also fixes#22155.
## Changes
- Update ARMOR_RAD_STRONG 75 -> 70, now fits RAD_LEVEL_VERY_HIGH.
- Update radiation level defines:
- NONE = 0
- VERY_LOW = 1 (old LOW)
- LOW = 10
- MODERATE = 25
- HIGH = 40
- VERY_HIGH = 70 (old value was 100)
- EXTREME = 100
- CATASTROPHIC = 120
- Update a couple of rad values to their respective define name (with
minor implicit balancing).
- Remove the super awkward/LRP hairloss with high radiation exposure.
Done after talks with Catsin/taj lore.
The tesla rig has been removed from the golden deep submap and replaced
with more available rigs, and the rig now requires a military grade
tesla spine to function.
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>
Adds a new var to the uninstall component that defaults to true. We only
disable it if we're trying to delete the id card too, such as by the
deleting the pda in the residential lift.
Adds the PRA submarine coat, available in the loadout for Tajara
characters under the "tajara coat" category.
Sprites taken from shiptest and modified by @CatsinHD, with an extra
modification by me.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Fyniiy <=>
The Planemasters Update gave observers a hud reference to store, but no
Destroy() method was added for them to clear this reference when
despawning, which caused a hard del. Pretty simple fix.
**Fixes the bugs found on the recent nations round.**
- Fixed firedelay doing nothing on modlasers with the shotgun lens. Also
fixed the existing laser shotgun as a side effect. Fixes#22141 and
Fixes#22137
- Fixes the shotgun lens not having any dispersion.
- Fixes bluespace capacitors not teleporting you on a failure.
- Fixes phoron capacitors not hurting the user when they explode.
- Fixes messages about malfunctions not displaying to the user.
- Fixes a bunch of bugs related to repairing components
- Stops components getting qdeled but leaving their references on all
other components, breaking them if reused.
**Nerfs a few of the most problematic things.**
- Cut the damage of the blaster projectile by 20% and reduced it's AP
from 60 to 35, also drops it's incendiary value to 1.
This projectile was FAR more powerful than any other, ignored all armour
and set the user on fire without a damage penalty.
With this change, lasers are now better on unarmoured targets, the
blaster is better on 40+ armour, so Heavy and Specialist Ablative.
- Added an immediate electric shock to the user (and anyone within one
tile if the capacitor is unstable enough).
The previous low level failures all irradiated the user. This did more
damage in the long term, but didn't affect the outcome of any fights and
was easy to negate with suits.
The tesla shock is obvious to everyone nearby, causes immediate pain and
the gun to be dropped if the capacitor is overcharged.
This makes minor failures a significant factor mid fight, especially on
powerful guns.
- Makes the phoron capacitor directly damage the hand holding it when it
explodes.
This capacitor can be built with phoron and uranium, which both spawn at
roundstart, though uranium isn't accessible.
It's therefore the most common capacitor, and the second most powerful.
This increases downside a lot, in addition to the explosion being fixed,
it will break the hand that fires it when it malfunctions.
If the capacitor is unstable, such as in a 60 damage monster, it will
gib the hand that fires it on malfunction.
**Tweaks, aimed at making the guns easier to understand, repair and
test**
- Adds a locker and boxes of modlaser parts. Not mapped in, but easy to
spawn for testing.
- Adds big red warning messages, visible to everyone nearby, explaining
what happened to the gun, who was holding it and how bad the malfunction
was.
- Made the lenses repairable with glass, or reinforced glass. The
nanopaste cost of a repair was more than 50x the cost of just printing a
new lens.
Another smallish hard del fix, this time for external organs. Turns out
it really is pretty important that Destroy() procs need to close with
return ..() instead of open with . = ..()
I made this after watching an IPC ghostrole leave a round via cryo, and
then triggered 3s worth of hard dels all at once.
<img width="406" height="774" alt="image"
src="https://github.com/user-attachments/assets/096c084e-6953-4eb5-a708-0fa7018890d6"
/>
Fixes the fact that no projectiles could pierce.
Uses the bitflags introduced in the projectile refactor.
Only some heavy rifle bullets and most ship weapons will pierce.
This also indirectly fixes how anemic all the non-explosive ship weapons
were.
This should probably also check armour piercing, the armor on a mob and
have some values tweaked for some weapons, but I wanted to keep this a
pure bugfix, so the numbers are exactly as they were before this was
broken.
Lore people might want to check their weapons to decide what they should
pierce, how much and how often.
https://github.com/user-attachments/assets/538a3a21-a796-4a81-ba53-6f91addd6785
## About PR
Sprites made by @KingOfThePing!
Adds whiteboards to following areas:
- CE and RD office (portable)
- Expedition EVA storage (portable)
- Intrepid flight deck (portable)
- Xenoarcheology presentation room
- Engineering breakroom
- Kitchen (as an alternative to holo-menu)
Whiteboards are also available in cargo console in the recreation tab
As an addition whiteboards can be mapped in with preset overlays and
written contents
This PR also changes sign selection list menu for barsigns and its
subtypes with a tgui image menu
## Images
<img width="699" height="534" alt="image"
src="https://github.com/user-attachments/assets/7b3de94c-76e4-491d-802c-ae9a31501805"
/>
<details><summary>video sample</summary>
<p>
https://github.com/user-attachments/assets/24de419c-e155-4623-9d08-0ff6c0b7d228
</p>
</details>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/whiteboard.dmi & icons/obj/whiteboard_portable.dmi |
KingOfThePing | CC BY-SA 3.0 |
| sound/effects/whiteboard_scribble_1.ogg,
sound/effects/whiteboard_scribble_2.ogg,
sound/effects/whiteboard_scribble_3.ogg | freesound_community
(https://pixabay.com/sound-effects/film-special-effects-marker-whiteboard-squeak03-83059/)
| Pixabay Licence |
From testing roughly the same distance, this is how long it took each
species to make it
Geras - 8.49
Coeus - 4.1s
G2 - 6.31
Human - 3.97
Unathi - 4.67
Geras Dionae, while slower than Coeus and humans, should not be this
slow, almost 2.2x slower than a human is by default, which is
near-unplayable, especially given the current balance of Dionae as being
pretty weak. This PR changes it so, from the same distance, Dionae are
roughly 1.5 slower than humans, taking 5.76s. This can be looked at
again in the future when Dionae are in a better place balance wise, but
a weak species with a near-unplayable speed aint a good combo.
(the rotate room thing was from me fugging up and doing something to the
wrong branch)
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
This PR adds some new "Damage Feedback" interactions to mechs, which I'm
adding in response to what I think is player perception of mechs being
invincible. Previously mech manipulators and torsos had no actual
mechanics for damage states, and having 0 damage on a mechs arms was
functionally the same thing as having 100 damage, so long as the arm
wasn't completely destroyed.
This PR changes that by making it so that mech manipulators have a
chance to fail (loudly and visibly) on use with a probability that
varies based on how much damage the arms have taken. Additionally,
there's also now a mechanic for mech ejections and hatch opening to fail
if the torso has taken sufficient damage, with chances that also vary
based on how much damage said torso has taken. In both cases, the mech
plays audible and visual effects to indicate to the players involved
that it is being hindered by damage.
https://github.com/user-attachments/assets/934e4561-1fda-4c47-9770-438960834aa9
Yes this does mean that you can smash someone's hatch closed, to a point
you'll need a welder to get them out.
<img width="772" height="181" alt="image"
src="https://github.com/user-attachments/assets/75f98060-7c4c-468b-bd31-e6c4ec4c0be2"
/>
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
Approved by lore (Schwann, Sammy).
changes:
- refactor: "Splits the Jupiter origin into three: ('Jupiter', 'Jupiter,
Callisto', 'Jupiter, Europa')."
- balance: "Characters with the Europa origin gain the Cold Resistance
and Light Sensitivity traits."
- balance: "Characters with the New Gibson origin gain the Cold
Resistance trait."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Explosions used to randomly pick a limb, based on the weighted list of
their size, then do a little damage to every limb.
This broke when un-targetted damage was defaulted to the torso.
This restores the random organ and fixes DAMAGE_FLAG_DISPERSED to
disperse damage.
Modmin QOL stuff.
changes:
- qol: "Adds tooltips to Player Panel buttons and better scales default
window size."
- qol: "Improves some verb subcategorization, mostly for modmin verbs."
Fixes https://github.com/Aurorastation/Aurora.3/issues/21669
Fixes https://github.com/Aurorastation/Aurora.3/issues/21951
Fixes https://github.com/Aurorastation/Aurora.3/issues/21972
Fixes https://github.com/Aurorastation/Aurora.3/issues/22077
changes:
- bugfix: "All movespeed_modifier slowdown data now applied correctly
post-smooth movement PR. IE: active magboots, duffel bags, etc. again
slow you down."
- bugfix: "Sofas no longer able to be rotated while anchored."
- bugfix: "Attempting to use crowbars, fire axes, hammers on airlocks
while in the Hurt intent will now make you attack the airlock."
- bugfix: "Fixes graphical bug with open lid graphics for crates painted
in any engineering color variants."
- bugfix: "Individual butterfly knife parts are no longer larger than
butterfly knives themselves."
- bugfix: "Elevators that squish mobs (any type of mob/living) will now
appropriately gib instead of just quietly deleting them."
- rscadd: "Miniature fusion reactor explosions now use subsystem
radiation instead of manually applying rad damage to all mobs in range."
These changes are intended to prevent red grabs (neck grabs) being
broken so easily.
It also makes blue grabs very slightly harder to break, by stopping
people from pulling grabbed mobs.
Firstly, the grabbed mobs were not being moved along with their grabber
sometimes.
This happened when the grabber was force moved (such as by a pull, or
another grab or being walked into on harm intent), in which case the
grab that breaks was resolved purely by which had Process called on it
first.
Secondly, you can now no longer pull either the grabber, or the grabbed
mob. This prevents blue-grabs being broken by someone walking up and
pulling either person away, bypassing the Resist mechanic.
Thirdly, a red-grabbed mob cannot be pulled or grabbed by anyone else.
This means the only way to break a red-grab is to disarm the grabber,
stun the grabber, or throw the grabber more than 2 tiles.
https://github.com/user-attachments/assets/9d392229-4544-4546-ae8d-bdfc835fda19
I touched mob, living and mob_movement for this, because the grab checks
were so spread out. I'm not particularly comfortable with having done
that!
I've tested pretty extensively and it seems like nothing broke, but it's
hard to find edge cases without lots of clients and lots of grabs.