Commit Graph

49446 Commits

Author SHA1 Message Date
Greenjoe12345
6bb40a86e9 Diplomatic Bodyguards (#20733)
Adds diplomatic bodyguards, similar to aides, the consular can open this
role. The consular's gun has been given to the guard.
2025-07-12 23:16:05 +00:00
ASmallCuteCat
228386bcc0 Adds wet floor signs to Janiborgs (#20695)
Creates a new cyborg-specific wet floor sign, cloned from the
pre-existing one. This time, it's not an article of clothing.

Adds a Wet Floor Sign module to the Custodial module for cyborgs.

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:46 +00:00
hazelrat
4d5d2c340e Expands hydroponics temperature/light mechanics (#20890)
This is sorta bulky on the changes since it includes a lot of shuffled
documentation, so I'll try to thoroughly summarise here.

- Introduces 'preferential' temperature and light values to plants. This
means that, while a plant is _within_ 5K and 2 lumens of their ideal
heat and ideal light, they will grow faster than otherwise. In the
current implementation, the base growth is a 15% chance of age being
increased, plus another 15% if you're within preferential temps, and
another 5% if within preferential lumens for a maximum of 35%. This is
intended to incentivise engaging with temperature mechanics to grow
plants with unusual requirements.
- This is different to the existing tolerance values, which instead
check whether the plant is _outside_ of them - if they are, it damages
them. Tolerances cause the plant to die if they're too far from their
ideals, preferences cause the plant to grow faster if they're very close
to their ideals. The range of preferences should always be inside
tolerances.
- To work better with this, the ideals of a few kinds of plant have been
tweaked. Mushrooms, Adhomian plants, and molluscs will all **not** be in
their preferences at room temperature - they will need to be cooled,
which can currently be done in D1 hydroponics. A few warmer plants, such
as sugarcane, will need to be warmed up to reach their preferences.
- None of these will go outside of their tolerances at room temperature
- they won't die, they'll just grow slower.
- Most plants will be within all their preferences without any action by
the gardener.

There's also a few assorted QoL changes to hydrotrays, see the
changelog.

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:31 +00:00
KingOfThePing
cae30c0067 More Barsigns, Service Holosign (#20963)
After a brief discourse in Discord #general channel it was decided to
add some more barsigns and a new one (I had sitting around for 500 years
on my PC). Three new barsigns were added:

![image](https://github.com/user-attachments/assets/d8a4f87d-5cf2-458a-b584-a397a985db2a)

With the following descriptions:

![image](https://github.com/user-attachments/assets/4c1d5893-2504-4174-8066-d593259a1e2c)


The new holosign looks like this:

![image](https://github.com/user-attachments/assets/2f3ecd5d-5dc7-4768-8c08-500a4388d6ea)

Has a nice little animation. Signs and buttons are mapped into bar and
kitchen. Some really minor shuffling was done for the signs. Tested
locally and it works on my machine (💯).

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

| Path | Original Author | License |
| --- | --- | --- |
| barsigns.dmi| Unknown (BayStation12) | AGPL v3.0 |

---------

Signed-off-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:20 +00:00
Werner
75b9319a0e Removes SSDocs (#20660)
Removes SSDocs as its unused

Also MD because we should discuss if that should be revived instead.

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2025-07-12 18:20:33 +00:00
4000daniel1
08fe54baf7 Phoron Deposit Away Site (#20730)
This site is something of an experiment. It features a special mineral
deposit with lots of phoron. When the deposit is drilled, it'll activate
four mob spawners some distance away that'll send fauna towards it.
There can be a total of 20 active fauna on the map at once (5 per
spawner.) There's no limit on how many mobs can spawn in total (for
now.)

The idea is to make an away site with a clear goal and challenge, which
requires multiple people across different departments to accomplish
safely. Security to defend against the waves of fauna, engineering to
construct and maintain barricades/other defenses (very important),
mining to handle the drill, and of course medical in case something goes
wrong. You can't do it solo, trust me I've tried.

Once the deposit has been fully depleted, (takes about 15 minutes or so)
the team will have to sally out of their barricades and fight their way
back to their shuttle. Cause again, the mobs won't stop coming. I think
it's more interesting that way. But it ends with LOTS of fauna corpses,
of which the performance impact on a populated server might be too
severe to justify? I've no clue.

I also added some atmospheric sound and music which plays once the
deposit is drilled. Hopefully sets the tone without being too
overbearing.

This required a lot of code. I do not know how to code. I've tried to be
thorough, but may still want to review it under some extra scrutiny.

See the changelog for some other small tweaks.

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

| sound/music/phoron_deposit.ogg | Reitanna Seishin & Zander Noriega
|CC0 & CC-BY 3.0 | https://creativecommons.org/publicdomain/zero/1.0/
https://creativecommons.org/licenses/by/3.0/
2025-07-12 17:21:49 +00:00
smellie
bfb076eea5 Uncharted Space (#20937)
Adds 3 Crescent Expanse regions due to how large a region it is:
- Crescent Expanse (West): Nralakk and Solarian heavy region.
- Crescent Expanse (East): Coalition and Solarian heavy region.
- Crescent Expanse (Uncharted): Deep Crescent expanse, independents and
certain surveyors only.

Also adds a Lemurian Sea (Uncharted) sector if we ever go there.

Adds a `ccia_link` variable for sectors. Only usage is to block outbound
faxes to Central Command. For uncharted sectors. EBS remains an option
due to necessary CCIA functions (eg. scuttling), per Bear's wishes.

Adds `low_supply` variants of most vending machines and dispensers. For
later use, none mapped in.

Removes the `TEMPLATE_FLAG_SPAWN_GUARANTEED` flag from the sensors
array, because it meant it wasn't affected by `sectors_blacklist`. The
sensors array isn't so important it needs to be in every sector anyway.

Removes Burzsia from the `ALL_DANGEROUS_SECTORS` list, as the crisis has
passed and humanitarian relief efforts completed.

Adds the `ALL_EVENT_ONLY_SECTORS` for limited usage during event
arcs/similar where canon odysseys or certain thirdparties may infringe
upon an arc's narrative. Allows selective enabling/disabling of canon
odysseys or third parties for said arcs. Not intended for liberal
application.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
sound/music/lobby/crescent_expanse/crescent_expanse_1.ogg | "Lüüü -
Weedance" by Lüüü, Obtained from
https://myprivateunderground.bandcamp.com/track/lu-u-u-weedance | CC
BY-NC-SA 3.0.
sound/music/lobby/crescent_expanse/crescent_expanse_2.ogg | "Little
Bradley - Sunset Drive" by Little Bradley, Obtained from
https://myprivateunderground.bandcamp.com/track/little-bradley-sunset-drive
| CC BY-NC 3.0
sound/music/lobby/dangerous_space/dangerous_space_1.ogg | "You Can't
Kill The Boogeyman" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/you-can-t-kill-the-boogeyman | CC
BY 3.0
sound/music/lobby/dangerous_space_2.ogg | "Prison Planet" by Karl Casey,
Obtained from https://karlcasey.bandcamp.com/track/prison-planet | CC BY
3.0
sound/music/lobby/lights_edge/lights_edge_1.ogg | "Is Anyone Left?" by
Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/is-anyone-left | CC BY 3.0
sound/music/lobby/lights_edge/lights_edge_2.ogg | "Running From The
Wendigo" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/running-from-the-wendigo | CC BY
3.0
2025-07-12 12:12:40 +00:00
hazelrat
369b30adcb Fixes the expeditionary channel being prompted by the departmental radio key (#20991)
As title. Spaghetti code strikes once more.
2025-07-12 12:10:57 +00:00
Batrachophreno
7459e0ac5b Reduce electrical storm frequencies further (#20968)
Electrical storms are still too frequent. Makes them less frequent!
2025-07-12 10:21:58 +00:00
Changelogs
27add6a598 Automatic changelog compile [ci skip] 2025-07-12 01:39:42 +00:00
ASmallCuteCat
7218f1d51a Bar Tweaks (#20966)
Adds some decorations to enable karaoke roleplay to the Private Lounge
of the Horizon's bar. In order to make room for this, I've moved the
slot machine and the arcade machine to the bar Lounge area, and the
GwokBuzz vendor is now in the bar's main room.

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-11 22:06:43 +00:00
Matt Atlas
c2ee99fdcf Fixes dynamic turfs not being Z-mimiced properly. (#20976)
title

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-07-11 22:06:37 +00:00
Wowzewow (Wezzy)
ac923f10e5 FIXES STEEL TABLES (#20985) 2025-07-11 21:14:54 +00:00
Batrachophreno
96b42b0fd9 Href closures hotfixes (#20981)
Hotfix for some integrated circuit weirdness and a misplaced loadout
apostrophe
2025-07-11 17:41:26 +00:00
Changelogs
f0b264dc40 Automatic changelog compile [ci skip] 2025-07-11 01:28:04 +00:00
FearTheGabby
cdf09b6ab7 Fixes Shirts and Tops loadout tab returning /list (#20979)
Fixes #20978

Seems to have had something to do with shirts/skrell/tees and
shirts/skrell/dress existing as paths but not shirts/skrell

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-11 01:03:01 +00:00
CyberSpyXD
65110ba09b Sezrak's Custom Item (#20946)
An old custom item that's no longer lore compliant is being replaced by
the player.


https://forums.aurorastation.org/topic/22184-updating-sezraks-gear-replacing-his-cape-accepted

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-10 22:12:10 +00:00
courierbravo
e49953ca3b Horizon Mapping - Adds destination taggers and package wrap everywhere (#20884)
Adds taggers and package wrap to the bar, hydroponics, library,
security, research and development, the mutual xenobio area,
xenoarcheology, engineering, medical, the chapel, deck 1 janitorial, the
corporate rep offices, the consular offices, and the bridge.
2025-07-10 21:41:14 +00:00
beepbopbeepbop
4be4d6939d Headmaster Ship Remap (#20896)
changelog (to come)
2025-07-10 21:41:08 +00:00
hazelrat
76186dacfa Makes the machine voidsuit refitting consistently fit every non-shell IPC subspecies (#20930)
See title. Currently, we have this awkward hodgepodge in which every
non-baseline IPC can wear both the machine and human voidsuit suits, but
only baselines can wear the helmet, leading to perennial confusion from
IPC players.

This removes the ability of Bishops, Zeng-Hus, and industrials to wear
human-fitted voidsuits, and allows them to wear the machine refitted
helmet. If you're an IPC and you aren't a shell, you can consistently
expect to refit your voidsuit to the machine variant regardless of your
subspecies. Any voidsuit that has had this functionality removed should
still have an IPC refitting option.

Refitting code does slightly scare me, so the code here could use some
decently careful interrogation. In testing, everything seems to work
fine.

Greenlit by synthlore.
2025-07-10 21:40:36 +00:00
beepbopbeepbop
b7849ebd15 OM Office Remap (#20935)
partly continues the work in my merge conflict ridden offices remap, but
just for the OM this time around.


![image](https://github.com/user-attachments/assets/ba5ed18c-c4f2-42fe-a946-e5408150f238)
2025-07-10 21:40:13 +00:00
Greenjoe12345
6021ed948f Roundstart broken bones (#20936)
Partial revival of https://github.com/Aurorastation/Aurora.3/pull/19923
(just the broken bones part)

---------

Co-authored-by: Geeves <ggrobler447@gmail.com>
2025-07-10 21:40:00 +00:00
naut
61d613a608 Adds the Expeditionary radio frequency as a default channel (#20948)
- Added the Expeditionary radio frequency to all radios that come with
Common (and Entertainment) frequencies as a default radio channel.
- The Expeditionary radio channel is now accessible in-radio via the
shortcut key 'D', e.g. `:d` or `.d`.
- Expeditionary radio channel changed to custard yellow for easier
visibility.

Should make expeditions (and Odysseys) a whole lot easier by allowing
everyone to access the Expeditionary channel in their headset, no radio
or frequency tweaking necessary.

Color was also changed to a sort of custard yellow, since its old color
was very hard to see for a lot of people.


![image](https://github.com/user-attachments/assets/1e9b3da1-c9d9-4073-9072-d2b41b55388b)

![image](https://github.com/user-attachments/assets/6b2e454d-aa88-4c44-8bae-4bcd635152e0)

![image](https://github.com/user-attachments/assets/b1f52ef6-7525-405f-a8f6-aa9809bdbee7)

![image](https://github.com/user-attachments/assets/31e6a423-4842-43e9-9179-196168146168)

![image](https://github.com/user-attachments/assets/5be773aa-36ac-4de8-bb94-f9cca5a27ccd)
2025-07-10 21:37:30 +00:00
Wowzewow (Wezzy)
9a6d9968dc 7/7 Bugfixes (#20969)
Fixes #20958
Fixes #20949
Fixes #20916
Fixes #20556
Fixes #20692
Fixes #20553
Fixes #20488
Fixes #20618
2025-07-10 21:37:16 +00:00
Stev-the-third
548377e9ae Himeo Ship Fixes (#20970)
Title. Fixes a few bugs with the map rendering lights wrong, the
headsets being broken and the different ranks not having names.

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-10 21:37:12 +00:00
Jason
27dc16dcce Removes withdrawal effect messages from ambrosia extract (#20971)
Title, the way it works when smoking it constantly enters and exist the
bloodstream so you get chat spam every tick it feels like, saying "you
feel like garbage/head aches", which basically defeats the point of
actively smoking it.
2025-07-10 21:35:43 +00:00
Matt Atlas
97717e7c25 fix external auth (#20974) 2025-07-10 22:21:50 +02:00
smellie
7b865b9f2e Adds the Xanu System & Xanu Prime (#20917)
Adds a Xanu region for Xanu Prime to spawn in. Ice/barren asteroids as
possible spawns for mining operations.

Adds Xanu Prime as a visitable planet, with 2 regions: the arid
grasslands of Naya-Khyber; the tundra of Himavatia.

Only basic, super generic planet ruins included.

Random ground survey data available for scientific investigations.

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

| Path | Original Author | License |
| --- | --- | --- |
| /html/images/scans/exoplanets/xanu_prime.png | Kyres1 (Sourced from
our own wiki) | CC BY-SA 4.0 |
| /sound/music/regional/xanu/xanu_rock_1.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
| /sound/music/regional/xanu/xanu_rock_2.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
2025-07-10 17:27:38 +00:00
Erki
7b9692be60 Implement forum-user-auth for game (#20875)
Requires https://github.com/Aurorastation/Web-Interface/pull/136 be
merged.

Allows users to authenticate themselves using only the forum. It will
generate a custom ckey for these users in the form of
`GuestF-[ckey(forum-nickname)]`. This will be saved into the database
and will act as a normal ckey from thereon out. These ckeys will be
marked in the player table, to allow for later filtering.

This will also modify the config parameter external_auth to be an enum
of 3 values.

Open questions: can we do automatic linking from purely the game side?
Since upon creation of the custom ckey, it should also be linked back to
the forums.

---------

Co-authored-by: Erki <erki@skullnet.me>
2025-07-10 17:24:29 +00:00
Changelogs
244fa450bb Automatic changelog compile [ci skip] 2025-07-10 01:26:59 +00:00
beepbopbeepbop
5c069bc083 Dominian Corvette Fixes (#20939)
changelog

---------

Signed-off-by: beepbopbeepbop <98155621+beepbopbeepbop@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-09 13:01:31 +00:00
Changelogs
3c0149f6ef Automatic changelog compile [ci skip] 2025-07-09 01:27:32 +00:00
Batrachophreno
e05d5b0fcf Storytellers get antag spawner variant that opens a new actor slot (#20833)
Even worse code than the other PR. Item that, when initialized, opens up
an Actor role. Deletes itself once a player joins as one. Recycled
working code where-ever I could.

Again no changelog yet. I can't test this locally, would greatly
appreciate eyes on this if it ought to work or not.
2025-07-09 01:03:25 +00:00
Kano
fb2c82a7af Banner fixes (#20931)
## About PR

- Uses `locate()` instead of `get_step()` when determining banner's
location, while considering the set offset value (normally either 32 or
-32) to have an accurate result. This resolves banners having stands
while placed on walls after Init.

- Instead of checking where the user is standing, the banners now checks
the position it'll be placed upon, and whether this position has dense
objects except the ones that is fine to be placed upon. Resolves #18068

- Prevents banner duplication, resolves #18620

I am sorry for the shitcode in advance

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-07-08 23:16:48 +00:00
Batrachophreno
9fba0357b5 Multiple href fixes (#20967)
Fixes a whole bunch of stuff caused by unclosed hrefs, details in
changelogs

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-08 23:14:59 +00:00
Changelogs
d801cddf6d Automatic changelog compile [ci skip] 2025-07-08 01:26:03 +00:00
Matt Atlas
1738301ea7 Ports CM's langchat to replace floating chat. (#20818)
Works generally better and will allow for better customization and emote
display.

---------

Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-07-07 23:55:26 +00:00
Batrachophreno
2700e9b9ca Replace Horizon maintenance grates with dark grates. (#20905)
I don't actually know if its 691, but otherwise as title.


![image](https://github.com/user-attachments/assets/d41133e5-ba6c-4e7d-b708-06ba5488715c)
2025-07-07 22:25:18 +00:00
dependabot[bot]
8127665c16 Bump brace-expansion from 1.1.11 to 1.1.12 in /tgui (#20887)
Bumps [brace-expansion](https://github.com/juliangruber/brace-expansion)
from 1.1.11 to 1.1.12.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/juliangruber/brace-expansion/releases">brace-expansion's
releases</a>.</em></p>
<blockquote>
<h2>v1.1.12</h2>
<ul>
<li>pkg: publish on tag 1.x  c460dbd</li>
<li>fmt  ccb8ac6</li>
<li>Fix potential ReDoS Vulnerability or Inefficient Regular Expression
(<a
href="https://redirect.github.com/juliangruber/brace-expansion/issues/65">#65</a>)
c3c73c8</li>
</ul>
<hr />
<p><a
href="https://github.com/juliangruber/brace-expansion/compare/v1.1.11...v1.1.12">https://github.com/juliangruber/brace-expansion/compare/v1.1.11...v1.1.12</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="44f33b47c5"><code>44f33b4</code></a>
1.1.12</li>
<li><a
href="c460dbd68e"><code>c460dbd</code></a>
pkg: publish on tag 1.x</li>
<li><a
href="ccb8ac6d42"><code>ccb8ac6</code></a>
fmt</li>
<li><a
href="c3c73c8b08"><code>c3c73c8</code></a>
Fix potential ReDoS Vulnerability or Inefficient Regular Expression (<a
href="https://redirect.github.com/juliangruber/brace-expansion/issues/65">#65</a>)</li>
<li>See full diff in <a
href="https://github.com/juliangruber/brace-expansion/compare/1.1.11...v1.1.12">compare
view</a></li>
</ul>
</details>
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2025-07-07 22:25:15 +00:00
SleepyGemmy
c31af3f73e Ringer Animation Fix (#20941)
turns out the ringer button was supposed to be animated when pressed all
this time. the values in the code were reversed.
2025-07-07 22:23:59 +00:00
SleepyGemmy
f6355dfe14 Hydroponics Ringers Fix (#20942)
this PR fixes the hydroponics ringers being named service instead of
hydroponics.
2025-07-07 22:23:57 +00:00
Changelogs
0c78e9db71 Automatic changelog compile [ci skip] 2025-07-07 01:39:06 +00:00
Batrachophreno
b7f746d466 Offbrand sightlights (#20722)
(DISCLAIMER: I currently mostly play an engineer!)

Sightlights are currently only available to Medical, Science, and Bridge
personnel- but arguably (strongly arguably) Engineering is actually the
department most likely to be regularly walking through very dark areas
(see: areas with power outages, and maintenance tunnels). Certainly more
commonly than Med and Bridge in almost any given shift!

I don't think this is particularly balance-breaking, and I think it
makes a lot of sense, so here it is.

Also minor cleanup to description.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-07 00:53:56 +00:00
ElorgRHG
1a67979e3a Resprite/consistency pass on all boots in boots.dmi (#20933)
Creative title, yeah. This is one of these PRs that had no joy involved
in making it.

Anyways, I just wanted to re-palette colorable boots, found unfathomable
sorcery in `boots.dmi`, and well, here we are. All boot sprites there
(but the winter boots because quite honestly it's a rather good sprite)
have been repaletted, resprited or tweaked. That includes: jackboots,
ridingboots, cavalryboots, all workboots, ALL colorable boots.

Select feet pics (in boots of course) of new sprites below:

<details>

jackboots (for cavalry and riding imagine these but longer):
<details>


![image](https://github.com/user-attachments/assets/1cf8124e-1ed5-496f-8da7-2e8e69b2848c)

</details>

brown workboots:
<details>


![image](https://github.com/user-attachments/assets/75b46edd-f849-4009-9785-5a8e0c4db93d)

</details>

grey workboots:
<details>


![image](https://github.com/user-attachments/assets/1d6f6c64-1b50-480e-825f-7849c46a124c)

</details>

dark workboots:
<details>


![image](https://github.com/user-attachments/assets/f29a1582-e211-4557-8077-1ce74838f36a)

</details>

out of the colorable boots, I picked the combat boots for showcase,
imagine these in various colors but they are currently pure white:

<details>


![image](https://github.com/user-attachments/assets/f0b5856b-e1b5-436d-95bb-5d4b01603d2c)

</details>

</details>



Attributions:
The jackboots (whose obj sprite was already ported some time ago, but
not the onmob sprite for some reason?) are from here:
https://github.com/tgstation/tgstation/pull/64863
The colorable mudboots are from here:
https://github.com/tgstation/tgstation/pull/73688
(Yes these are sprites for galoshes, but mudboots were/are just slightly
tweaked galoshes. Have actual galoshes been resprited in this PR? Nope!
Why? Couldn't be bothered + focused solely on the `boots.dmi` file,
maybe in a different PR.)
2025-07-06 21:59:45 +00:00
SleepyGemmy
8bc586d1b3 Kitchen SmartFridge Windoor (#20934)
this PR adds a windoor to the SmartFridge in the kitchen on the kitchen
side.
2025-07-06 21:59:42 +00:00
Cody Brittain
5f67cf7a26 Prosthetics with lights now glow (#20725)
![image](https://github.com/user-attachments/assets/ece119d7-b755-4c25-a827-114281864df4)
All prosthetics with lights now have emissives. Works with both IPCs and
non-IPCs with appropriate prosthetics.
2025-07-06 21:48:03 +00:00
FearTheGabby
8b7cc4ec67 Allows Queenless K'lax Vaurcae to select the Si'akh religion (#20910)
Requested by Lent23, current lore dev for Unathi, to be in line with the
existence of the Ssup'vihtal Queenless group as shown
[here](https://wiki.aurorastation.org/index.php?title=Si%27akh#The_Ssup%E2%80%99vihtal)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:49 +00:00
Stev-the-third
a1c029f8b0 Atmos pipes overlap fix. (#20920)
Before:

![image](https://github.com/user-attachments/assets/21254479-99d2-4415-9b2b-277b50daf78a)
After:

![image](https://github.com/user-attachments/assets/8ff645ce-400c-4399-b52e-c86ed8a8cc08)
If it doesn't work this time I'll cry

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-06 21:47:42 +00:00
FearTheGabby
cda756c56b Fixes diet Diesel giving Dionae toxin damage (#20921)
title

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:38 +00:00
ASmallCuteCat
cb05424e25 Adds the ability to wash kitchenware and glassware. No actual mechanical effects. (#20922)
This PR gives you the ability to wash glassware (glasses, mugs, beakers,
vials, etc) and kitchenware (pots and pans) at the sink.

With the empty item in hand, left-click a sink on DISARM intent.

There are no mechanical or gameplay changes. Items don't get dirty, you
aren't required to wash anything after use, it's just a little text-only
interaction meant for roleplay and nothing more. However, there's
nothing stopping the Executive Officer from giving you the stink-eye if
you don't wash the trays before putting them away!

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-06 21:47:23 +00:00