Commit Graph

8498 Commits

Author SHA1 Message Date
Wowzewow (Wezzy)
f046ebe584 Borg Bag Fixes and Refactors (#20578)
Fixes #19603
Fixes #20558

- bugfix: "Fixes plant bags - now uses storage_slot system, along with
other bag subtypes."
  - bugfix: "Borgs can interact with tables again."
  - refactor: "Refactors make_exact_fit to be a binary variable."
- refactor: "Refactors storage items to use make_exact_fit instead of
arbitrary max_storage_space values."
- refactor: "Refactors storage items to use defines for storage space."
  - bugfix: "Fixes monkey cube boxes having superfluous overlay."
  - rscadd: "Updates the progress bar toggle message."
- qol: "Objects that rotated 90 degrees in storage no longer rotate in
storage slots."
 
<img width="732" alt="dreamseeker_qRVkIlYN78"
src="https://github.com/user-attachments/assets/1226ed22-52c1-4965-a1b4-2290e56a2ab3"
/>
2025-03-12 09:12:27 +00:00
naut
8b2fed79f3 Surgical gowns (#20555)
Adds surgical gowns, for use in operating rooms or sterile environments.
These come in 5 different corporate colors as well as a recolorable
generic variant.

Gowns appear on Surgeons by default, are available in the loadout (+
colorable variant), and in medical lockers alongside scrubs.

Deletes the surgical apron from the loadout. Still available in code but
supplanted entirely by the gowns now.

⚠️ **Gowns replace the labcoat on the Surgeon loadout** (to prevent
surgeons from forgetting them). This does unfortunately mean the labcoat
will need to be added in as a separate loadout item now to characters,
but the cost should be minimal.

Variants

![image](https://github.com/user-attachments/assets/7bd9c2bb-d787-4506-af0e-566abe2b4905)

Ingame

![image](https://github.com/user-attachments/assets/0fc46a0a-54b1-421a-a6ac-167071fc9038)

Colorable

![image](https://github.com/user-attachments/assets/c5c6b0fc-b76e-4113-839d-63deb972d01b)
2025-03-10 08:08:07 +00:00
tomixcomics
c2f17a187d Cooking with Konyang (New foods, food upgrades, and food tweaks) (#20570)
-Adds 8 new food dishes, among them 6 Asian/Konyanger from cuisine (Moss
burger, moss big bite burger, sweet chili chicken, crimson lime,
vegetable eggrolls, and meat eggrolls) and 2 other dishes (dodo ikire
and mozzarella sticks)
-Adds sweet chili sauce
-Adds Macarons to the custom foods you can make with the oven
-Waffles and fries now visually change based on specific syrups or
condiments you pour onto them much like pancakes already do.
-Removed the aspect of batter that makes people nauseous after consuming
it because it was breaking a lot of fried foods.
-Rearranges a bit of code so things are in the right category
-Makes produce boxes more likely to have onions and garlic in them since
there are a lot of recipes that require them.

(NOTE: If/when giving feedback please keep in mind my knowledge of code
is very limited, I may not know some terms you refer to, and some of the
code for more advanced mechanics has been copied and edited from other,
pre-existing bits in the code.)

---------

Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-03-10 08:08:01 +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
Myphicbowser
660f3e90a1 Replaces the Clown Firing pin with a Psionic Firing pin in the Research Director's box (#20564)
I literally changed the Clown firing pin to the objectively cooler
Psionic firing pin in the RDs firing pin box, which is cooler, makes
more sense, and also apparently the Clown firing pin is an adminbus
item, at least thats what comments call it
2025-03-09 21:37:37 +00:00
Matt Atlas
14d7425cee Expanded admin powers for full moderators. (#20522)
- Full moderators can now use rejuvenate.
- Full moderators can now spawn atoms.
- Full moderators can now remove/add languages.
- Full moderators can now teleport mobs.
- Repurposes R_BAN into a generic permission that full moderators and
above have, and locks teleport behind it.

None of these powers may be used for round-altering purposes. Pending
review by the head admin and the host.

To-do: check that Borealis and permissions in general don't explode with
these changes.

---------

Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-03-04 17:02:49 +00:00
Tag103
b9c82c271c Adds uniform colored Solarian Marine berets (#20532)
Adds Solarian Marine berets.
They have a green coloured and a grey colored version.
They're for the Marines because the Army already has the blue ones.
They spawn inside Sol marine uniform closets in addition to the utility
coverings already inside them.


![solberetsitemsprites](https://github.com/user-attachments/assets/dd1401b8-1990-4968-a5c6-3e18e2aa77af)

![solberetshowcase](https://github.com/user-attachments/assets/a6a2ff90-277a-4323-89e2-ae42bcac60e4)

---------

Signed-off-by: Tag103 <Tag1031@protonmail.com>
Co-authored-by: Tag103 <Tag1031@protonmail.com>
2025-03-04 16:16:05 +00:00
Wowzewow (Wezzy)
c46e21595b Storage Fix 2, Featuring Maths (#20535)
I had to unironically bust out my pen and paper for this bullshit and
magnifying tool to actually check if things were pixel perfect.

- bugfix: "Fixes storage box alignment and storage space UI to use
better maths."
- qol: "Tweaks IDs, IDs and firing pins now rotate 90 degrees when in
storage for easier clickability."
  - bugfix: "Fixes Item Tooltip toggle message."
- bugfix: "Fixes roundstart items in storage not showing item outlines."

Fixes #20529

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-03-02 22:02:54 +00:00
hazelrat
dbc48b9792 Jabbing other people with overloaders (#20463)
Allows you to jab other people with an overloader. Adds some more
documentation to overloader code, and adjusts effect_time and effects so
that overloaders last the same amount of time but provide more messages
to the user than before.

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-02-27 13:34:23 +00:00
Wowzewow (Wezzy)
fda25beae4 Storage z-fighting bugfix (#20518)
Fixes this shit from happening.

<img width="256" alt="dreamseeker_siriznpX2I"
src="https://github.com/user-attachments/assets/ed7c1daa-79bb-4030-9667-547d7756d350"
/>
2025-02-27 13:33:46 +00:00
FlamingLily
5078644542 Added more patient lockers to the medbay, and more medical gowns to the patient lockers. (#20500)
i love medical rp
(Literally nothing else to this than the title)

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2025-02-25 17:47:18 +00:00
Fluffy
3185c10cf1 516 internal links (#20428)
Convert all (appropriate) links to use the required `byond://` for 516

Added a grep to detect incompatible ones
2025-02-20 22:54:10 +00:00
FearTheGabby
912add2a1a Adds customization for loadout wheelchairs (#20485)
see changelog or video


https://github.com/user-attachments/assets/533fd37d-fbe2-472a-9959-7c672f85836b

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-02-20 11:50:35 +00:00
Fluffy
7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
Fluffy
f3dab68568 Area tweaks (#20391)
Reworked area changes and power define channels

No player visible changes (hopefully)
2025-02-16 18:53:46 +00:00
Wowzewow (Wezzy)
186f94ff58 Sick Bugfixes (#20466)
Fixes #20458
Fixes #20456
Fixes #20455
Fixes #20449
Fixes #20447
Fixes #20440
Fixes #20434
Fixes #18515
Fixes #20443

Ugh. I'm still sick.
2025-02-16 18:18:45 +00:00
Geeves
1cbb70abaf Holodeck Combat Training (#19837)
* Added a combat training simulator to the holodeck, which spawns
holocarp that deal pain damage.
2025-02-10 15:18:37 +00:00
Fluffy
63acc59d1e Removed away_mission deprecated system (#20445)
Removed away_mission deprecated system, made initialization a little
faster.

Made global uplink datum a GLOB.

Remember to purge
https://github.com/Aurorastation/Aurora.3/wiki/Dynamic-Maps
2025-02-09 12:09:11 +00:00
Wowzewow (Wezzy)
6166877f67 CNY Bugfixes (#20433)
Fixes #20421
Fixes #18097
Fixes #19989
Fixes #19950
Fixes #18933
Fixes #18060
Fixes #17723
Fixes #17497
Fixes #17113
Fixes #14905
Fixes #20202
Fixes #20439

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-02-03 07:35:28 +00:00
Ben
25569ce312 Poster Refactor + TCAF GPS Tags (#20278)
- TCAF Corvette given GPS tags and posters for recruitment
- In process ballooned into major poster refactoring, replacing global
list with singletons and adding defined poster subtypes for mappers
- All defined posters switched to subtype equivalent

Held of on placing any posters in Horizon, as that would be best for a
seperate PR if I ever do that

We also might need better names for some of these posters.

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-01-31 13:53:23 +00:00
Wowzewow (Wezzy)
edba6021b9 Research and Lathes resprite emissives + tcomms emmisives (#20398)
Title. 'nuff seid.

Also fixes the fucked up material insertion animations to use
flick_overlay_view so it isn't laggy as fuck.

And adds emissives to machines that have lights so they glow in the dark
epically.

<img width="138" alt="dreamseeker_N6egRW6Yz3"
src="https://github.com/user-attachments/assets/a17f12ba-b768-4ad6-a35f-baf33aaae658"
/>
2025-01-30 15:23:16 +00:00
Wowzewow (Wezzy)
354a259251 Fixes flashlight and books bad icon (#20408)
Title
2025-01-25 01:26:56 +00:00
Wowzewow (Wezzy)
e7232d04fc The Great Device Resprite and Contained Sprite-ening (#20344)
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.

Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
2025-01-24 12:16:30 +00:00
FearTheGabby
bf0d5ecdb4 Adds HPS Narrows flags (#20362)
![image](https://github.com/user-attachments/assets/d9aa430e-da1b-4eb2-883d-4575c823d60a)

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-01-24 12:15:39 +00:00
Wowzewow (Wezzy)
76603b4958 Cape Sword Tcomms Fixes (#20384)
Fixes #20379
Fixes #20378
Fixes #20360
Fixes #20347
2025-01-19 23:28:24 +00:00
FlamingLily
8405879961 More maint drugs (#20376)
Adds more drugs (in more varieties) to the maintenance tunnels,
including:
"Smart Pills"
All the cocaine variants, as opposed to just two (available in
individual pills and pill bottles)
Joy (available as a pill and a bottle)
Heroin pill bottle and syringe (not autoinjector, normal syringe)
Krok Juice as an autoinjector
Snowflake as an autoinjector
Raskara dust as a normal syringe and as an inhaler

Pills and pill bottles were also moved into a further random contraband
subtype to make it a little less common to find them and keep the loot
spawns more diverse

i wanted to add red nightshade but the last PR that tried got told to
remove it 😔
2025-01-19 13:03:46 +00:00
FearTheGabby
cb109da3d7 Adds on-mob sprites for the pocketwatch + differing states per slot worn (#20375)
I feel so sigma!
![image](https://i.imgur.com/F3jQTaK.gif)
![image](https://i.imgur.com/WUKJSEO.gif)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-01-19 11:16:51 +00:00
Acetrea
8b7456e37a Kitchen Utensil Sprite Fix (#20371)
Gives kitchen utensils their proper in-hand sprites.
Fixes #20367
2025-01-16 00:26:37 +00:00
Wowzewow (Wezzy)
62980205f4 Accessory Suit + Pants Fixes (#20359)
Fixes accessories not showing up on suit items.

Confusingly, accessories used the "_un" uniform suffix - this changes
them to use the "_ac" suffix.

Also moved some files around to their proper place (hair pins and bows
aren't accessories, they're ear slot items, etc.)

Fixes #20361

Fixes #20352

Fixes #20354
2025-01-15 13:23:12 +00:00
Matt Atlas
eb3bc19014 A lot of bugfixes. (#20358)
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
  - bugfix: "Offships no longer send newscaster announcements."
  - bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
  - bugfix: "Fixed the foam sword sprite."
  - bugfix: "Fixed damaged wall overlays."
  - bugfix: "Fixed the INDRA field getting messed up by pointing at it."
  - bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
  - bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
  - bugfix: "The Pull psionic ability no longer pulls anchored objects."

Fixes #17739
Fixes #17369
Fixes #19535
Fixes #19166
Fixes #20184
Fixes #20165
Fixes #20164
Fixes #20117
Fixes #19961
Fixes #20231
Fixes #20277
Fixes #20346

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-01-13 22:13:44 +00:00
Geeves
0890f9a1e1 Unloaded Armory (#20309)
* All the ballistic weapons in the armory now start unloaded. Magazines
and rounds that would've spawned in the weapon now spawns in the ammo
lockers. In effect, two beanbags shells have been added to the armory.
2025-01-13 11:32:18 +00:00
Wowzewow (Wezzy)
10d7063030 Pants Slot, Again (#20240)
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them

This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.

Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)

Anyway, that's the long and short of it. Have fun.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-01-09 23:26:49 +00:00
hazelrat
90088dd69c Tajaran surgical garb added to map (#20317)
Resolves https://github.com/Aurorastation/Aurora.3/issues/20285, this
overwear is required by new regulations to be worn by Tajara during
surgery so it should be available on the map and not solely via the
loadout.

Also shifted some glove boxes that had been mapped into the lockers into
the fill(), hence the .dmm change.
2025-01-04 00:02:38 +00:00
FlamingLily
9d4c5a9ace Updates the description of the Aphy plush. (#20311)
the original Aphy is no longer on display in Hephaestus' Mars
headquarters. because it esploded.
2025-01-01 16:38:37 +00:00
Fluffy
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
Geeves
59d3f5976d Flare Buff (#20244)
* Flares now burn brighter, longer, are smaller items (can bring more),
and flare boxes now contain 12 of them, up from 4.
2024-12-28 18:28:11 +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
Geeves
891d1e6501 Explorer's Belts Additions (#20297)
* Explorer's belts can now hold impact wrenches and power cells.
2024-12-26 14:26:15 +00:00
Fluffy
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
Geeves
67360a9bea Weather Warnings (#19934)
* Atmospheric probes will now relay changes in weather when deployed.
Analog radios can be tuned into the weather broadcast and receive it,
provided they're in the same sector / connected z-levels.
* Fixed weather transitions to rainy / icy weather not working.
* Changed rainy / icy weather to have a blue color, reducing eye strain.


![image](https://github.com/user-attachments/assets/b8439595-25ff-4df0-8f5d-b2d27d147b70)

![image-1](https://github.com/user-attachments/assets/cf0018c2-c6c7-4cf6-8069-543ad98cd597)

![image](https://github.com/user-attachments/assets/5e4d87e2-33c8-494a-9b8f-8a62f12c496a)
2024-12-24 16:04:51 +00:00
hazelrat
acb227f24e SCCV Intrepid remap (#20249)
**This is up for review**. The theory behind the redesign can be
reviewed in the [feedback
thread](https://forums.aurorastation.org/topic/21474-sccv-intrepid-remap-feedback-thread/),
but for quicknotes:

- Designed to be able to carry more people and more stuff more smoothly.
- Maintains access for xenoarchs, should still be very usable for their
purposes.
- Should avoid chokepoints.
- Adjusts scc air tank airlock variant's pressure, airlock shouldn't go
dry.
- Airlock is 3x3, 9 turfs total. 5/9 regular vent coverage, 3/9 out vent
coverage. Cycles out in roughly 12 ticks in my testing, it seems like
the size isn't slowing it down much.
- Field kitchen crate variant added so you can set up a miniature
kitchen inside the cargo bay. Should cover essentially everything you
need.
- Nixed the RTG parts - I want to keep the storage space as open as
possible and I've never seen them used, the Intrepid practically can
never run out of power.
- For similar storage concerns, three emergency softsuits are now in a
wall ecloset, instead of two inside suit storage units. It's a little
haggard, but it saves two turfs of storage space.
- Atmos is mostly functionally the same as it was. You can no longer
feed into fuel or air from outside, but in my experience this
functionality of the Intrepid has never seen much use anyway. Only other
thing missing is the ability to directly feed air into the main air tank
or the main fuel tank off a canister - can be achieved just by swapping
a regulator/pump around in both cases.
- Medical should be identical.
- The three tile wide hallway is meant to avoid congestion, people can
go in and out of it into the side seating compartments without being
forced into any single tile doorways.
- Navigation console was hard to fit in, ideally I think I'd want to
make a wall-mounted variation so it can be incorporated more easily.


![image](https://github.com/user-attachments/assets/66ec82c8-334c-4770-b6e4-080863ce8c3e)
2024-12-24 16:04:11 +00:00
Geeves
1bd4f7e020 Persistent Bandages (#20268)
* Bandages now do not disappear as damage heals, instead, a special
Remove Bandages verb must be used to remove bandages. This cannot be
used to re-open wounds for now, and can only be used if the bandage
would've downgraded / disappeared at that point.
* Taking damage on a bandaged limb now removes the bandages.
2024-12-24 12:43:44 +00:00
Ben
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
Ben
3b430ed8b8 Moved around AI Law Boards + Vault Loot Increase (#20238)
Certain law modules swapped from AI Upload into vault loot pool
Some modules added to AI Upload (such as safeguard, tried to do modules
that are dangerous but SCC can imagine a reason to enact it)
Adjusted random law board options and weights
Increased vault loot pool slightly, with additional weapons, rig module,
and law board

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-24 12:42:44 +00:00
Stev-the-third
46b044d302 Nuclear Missile Silo (#20222)
The Nuclear Missile Silo Bunker Thingamjig is a 2-z odyssey map. Should
be nice and generic so storytellers can tell a variety of stories,
including just blocking off the entire bunker and having a nice snowy
town if they want to.

![StrongDMM-2024-12-13 09 59
43](https://github.com/user-attachments/assets/30d36670-72a9-41d1-b48b-84d20d166600)

![image](https://github.com/user-attachments/assets/ced645a8-4896-4739-b17c-255da643c534)

And the sub-maps:

![image](https://github.com/user-attachments/assets/3add3533-7f41-4e3e-960e-cf61b36a7172)


Future plans for a later PR include a day/night cycle and maybe weather

---------

Co-authored-by: Stev-the-third <rose@flurf.net>
2024-12-15 13:52:34 +00:00
Fluffy
4337e6cef5 Randpixel initialize (#20239)
Moved all calls of randpixel_xy in Initialize() (if they were in New())
Some tweaks of the proc

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

No player facing changes
2024-12-12 16:29:59 +00:00
hazelrat
56b1370144 SPLF Auxiliary ghostrole (#20197)
Adds the SPLF Raider offship, a repurposed freighter used by the
Solarian People's Liberation Fleet to raid corporate assets in the CRZ.
This is a piratical offship, but they are not antagonists.

- In terms of ghostroles, this ship is comprised of four volunteer
militants, one repurposed civilian synthetic, and one actual naval petty
officer from the 35th splinter to moderate the volunteers.
- My hope is that the ship should avoid independent ships and only
attack corporate vessels, which I hope is communicated in the ghostrole
descriptions.
- For now, the uniforms and voidsuits are all generic Solarian assets,
which may spark some confusion over how the SPLF is meant to be an
entirely seperate faction to the mainline ASSN. With some luck, we'll
have unique SPLF suits to work with soon.
2024-12-11 12:59:21 +00:00
hazelrat
022c0616cf Adds Assunzionii voidsuit modkits to loadout (#20224)
This creates two modkits for the Assunzionii 'Rook' voidsuit, one for
the human variant and one for the IPC variant, available in the loadout
to any character with an Assunzionii origin. It's only applicable to
research voidsuits.

IPCs have access to both variants so human-shaped synthetics can still
get a suit they can use.

In current code, the Rook is a military voidsuit descended from the
Coalition Vulture. As this allows you to transfer it from research
voidsuits, it has been shifted to be a mechanically identical subtype of
the standard research suit. Anything in the description alluding to its
military uses or its anomaly resistance have been removed to reflect
this.

This should be a relatively clean change, the Rook isn't currently used
substantially in the uplink or for any ghostroles. My thought is that,
if someone ever does make an Assunzione military offship, they could
resprite this suit for a new armoured variety. The implementation should
otherwise resemble the implementation of the Himean modkits.
2024-12-09 14:34:19 +00:00
hazelrat
17b45245dd Gargoyle voidsuit resprite (#20200)
This implements a resprite of the regular Gargoyle voidsuit, the SFA
variant, and the SSMD variant, full credit to shqvelheaded on discord
for the sprites. This also adds a unique variant for the SPLF, which I
intend to use for https://github.com/Aurorastation/Aurora.3/pull/20197.

Not all of the Gargoyle variants have been resprited, but most of the
ones that are accessible ingame short of using the uplink, and are
extant factions in the setting, have been.


![image](https://github.com/user-attachments/assets/9e5b7058-738f-49ae-9997-333dcf84668c)
2024-12-05 15:56:29 +00:00
Ben
4dcdc3883a Advanced Health Analyser Fixes (#20226)
Should fix https://github.com/Aurorastation/Aurora.3/issues/18325
Fixes for Advanced Health Analyser for shell and exosuit

QoL for Exosuit analyzer full scan, making it clearer which mode you are
on, and having the scan print alongside displaying it to the pilot(s)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-03 12:44:56 +00:00