Commit Graph

8546 Commits

Author SHA1 Message Date
Evandorf
4e931c0f9c Fixes Decomposed Remains Interaction (#20848)
Fixed cleanable remains not being able to be clicked, hindering the
cleaning process. Clicking on certain decomposed remains (rats, lizards,
ect) will cause them to crumble into a cleanable form.


![image](https://github.com/user-attachments/assets/49556c7b-39b0-4d08-9b97-eedbde81f8b1)
2025-06-16 22:17:04 +00:00
Batrachophreno
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
hazelrat
ca9e7742aa Fixes the rolling fog effect (#20820)
Separates the rolling fog effect into its own type rather than relying
on varedits, shifts it up a few layers so it renders ingame. Currently,
it doesn't appear at all in the holodeck settings it's used in.
2025-06-11 09:57:18 +00:00
FlamingLily
04cd449bd7 Partially reverts the scarcity PR with respect to the bar. (#20788)
From the feedback I've been seeing while playing, the bar has become
*unfun* to play or to interact with. I don't think the scarcity PR has
helped improve player experience, at least for the bar. I've re-added
the drinks that were removed, including the cabinet of beer yokes in the
back.

HOWEVER. There are less of all of them, encouraging resupplies if
there's heavy use.

!!!! I have not touched any other changes the scarcity PR introduced.
Medbay and Engineering scarcity remain. Anything added to cargo remains
purchasable, and the lavatory vendor still exists. !!!!

Supersedes #20786
2025-06-11 09:55:51 +00:00
Cody Brittain
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
hazelrat
e441324abc Hydroponics fixes and additions (#20792)
Adds a few new recipes to the biogenerator in the interest of making the
hydroponicist more useful, including synthetic blood which I didn't
notice had been removed until now.

Fixes broken handheld icons for horticultural magazines, and introduces
a simple set of handhelds for them.

Fixes dyn cartons being invisible out of the Condimaster.

Adds sounds for watering, weeding, and sampling hydroponics trays, in
addition to a one second timer for weeding and sampling specifically.
Intended to add more feedback to hydroponics work - right now it's very
mute and lacking in visible messages.

Adds a new functionality to hatchets! They can now uproot plants,
killing them instantly, on a two second timer. This is to avoid the
tedious and arthritis inducing process of clicking on a single tray
several times to kill one plant.

Transitioned some tray documentation to DMDocs.
2025-06-06 15:08:20 +00:00
Wowzewow (Wezzy)
a0445aa04e Food Cart (#20544)
- rscadd: "Adds a new food cart to the kitchen."
- bugfix: "Fixes grill and oven to play their loop sounds only when
turned on."
- bugfix: "Fixes update_icon() of grill and oven so they actually look
turned on when turned on."
  - 
<img width="708" alt="dreamseeker_XCNVO4o3GC"
src="https://github.com/user-attachments/assets/081a8d8b-5fb6-40e2-adf8-05ffad91432b"
/>

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-06-01 10:59:43 +00:00
Wowzewow (Wezzy)
d9bf7b0d6a Produce Box Rebalance (#20783)
Removes the fruits from taking up valuable space in the produce boxes.
Pastries and cakes are pretty much a luxury item for the most part - and
it isn't too hard to grow them in the minor amounts that they're
actually needed in recipes.

Moves rice from the produce box to just normal-ass bags beside flour.
They're basically as important as flour at this point.
2025-06-01 10:56:41 +00:00
FlamingLily
46546eb70f Expands the medbay recovery ward and adds a cryo pod and a spawn point. (#20772)
Off-duty crew and passengers can now spawn in the medbay recovery room,
for that sweet, sweet medical RP.

Vastly expanded the medbay recovery ward, including:
- Cryo pod (duh)
- Nav terminal, to watch the ship fly as the days crawl by
- Sink and hygiene vendor
- dining/general purpose rec table with uno
- MRE vendor, for that sweet, sweet, hospital grade food
- Coffee vendor, for that sweet, sweet, coffee.
- Public access doorway (still needs access to enter, but unrestricted
to exit, so if you spawn there and no one is around, you're not screwed)
- Button to open said public access doorway, for visitors
- Requests console, maintenance panels.

![image](https://github.com/user-attachments/assets/9ed33568-22ea-4c91-b944-cd501d5daf76)
!!Misplaced camera and light in the wall have been fixed!! Rack of
toiletries has been replaced with vendor!!
2025-06-01 10:56:16 +00:00
Batrachophreno
ba1a757909 Wires interface must require panel to be open (#20764)
https://github.com/Aurorastation/Aurora.3/issues/18299

Original bug report was for Air Alarms always displaying their wiring
interface when interacted with, even when the maintenance panel was
still closed.

I found a few other objects which also did not correctly check if wires
were accessible before displaying the interface.

There also remains some inconsistency: some objects will always display
the wire interface when clicked on with panel open, but others require
you to have certain tools in hand too (wirecutter, multitool, etc.).
Without them in-hand, they won't give you the wire UI. I'm indifferent
to which option is better, but it should be made consistent. If someone
feels at all strongly about having tools in-hand vs. not to see the
interface, then I can also make that change with whatever the prevailing
opinion is.
2025-06-01 10:54:51 +00:00
Wowzewow (Wezzy)
702472583c Scarcity and Supply Chain (#20760)
- rscadd: "Adds Lavatory vendors to the public bathrooms, that dispense
hygiene goods."
- refactor: "Migrates bartender's supply of 6 pack beers and Sencha teas
to the cargo database."
  - refactor: "Migrates impact wrenches to the cargo database."
- balance: "Removes the extraneous dylovene, kelotane, bicaridine and
coagzulug in medical. Migrates medication to the medication closet."
- balance: "Removes the unused Nanomed Minis in medical. Replaces the
surgery side Nanomed Plus with a Nanomed Mini."
- balance: "Removes the two large medical kits from medical storage, and
the kit in the exam room. Moves the wheelchairs from the morgue lift to
medical storage."
- rscadd: "Adds cranberries to the game. Now you can actually make
cranberry juice!"
- refactor: "Juices found in soda machines, booze dispensers and the
booze-o-mat have been migrated to the cargo database."
- rscadd: "Cream and fatshouters milk cartons can be ordered from
cargo."
- balance: "Certain juices are now cartons when separated in a
CondiMaster."
- balance: "Removed coffee, milk and sugar from soda machines, as they
are made redundant by CoffeeMasters."
- balance: "Non-CoffeeMaster coffee machines now just dispense coffee
instead of espresso."

TL;DR
- Juices aren't free anymore - get them from supply, the botanist, or
alternative means.
- Soda machines don't dispense coffee, milk and sugar anymore. Since we
have coffee machines already.
- Migrates the stuff in the bar that just got shoved in through mapping
that shouldve been a cargo order in the first place.
- Adds lavatory vendors, which helps to replace manually mapped in
toiletries.
- Removes the extra medical supplies from medical that end up basically
unused for most rounds.
- Adds more things that can be ordered from supply.
- Un-powercreeps the impact wrench. It's made screwdrivers and wrenches
obsolete. Imagine if all of Medical's hyposprays were the CMO hypospray.
That's how it basically is right now.

It's going to be mildly inconvenient, sure. But I have full faith that
people will get used to it in a month. I feel kind of vindicated after
the suit sensors removal PR that the mass-complaints have ceased to be
an issue, and I feel it's going to be the same case here.

Anyway, yes, it's rather silly that the Big Ass Flagship doesn't
immediately have the latest and greatest stuff, but this is thinking
towards long term towards NBT2, where we'll definitely be running a lot
more slim.

**Also, please. Don't brigade this pull request. Just ping me in the
general Discord if you have anything to bring up. I'll try respond to
you if I'm available.**
2025-05-18 14:13:48 +00:00
Greenjoe12345
5026b47053 Loadout drug changes (#20756)
This PR does the following changes:
It changes the name of the 'Smoking' tab in the loadout to 'Drugs and
Medicines'
It moves the psychiatric medicines from the Utility tab to this newly
renamed Drugs and Medicines tab
It adds a few basic OTC medicines, the same ones found in the OTC vendor
in the medical lobby (except for dexalin and dylovene)
It adds some legal recreational drugs that can be selected in the
loadout.

IMPORTANT: You will have to re-select items that you previously had in
the Smoking tab, and re-select your psychiatric medication.
2025-05-16 08:34:54 +00:00
Batrachophreno
1bace2f381 Fix Airlock Assembly deconstruction (#20766)
https://github.com/Aurorastation/Aurora.3/issues/17355

Fixed check for airlock assembly deconstruction. Also added a friendly
feedback message about installing windows, not that I had trouble with
that recently or anything.
2025-05-16 08:33:47 +00:00
Batrachophreno
0744712aeb Maintenance Panels openable with regular wrench (#20752)
To allow the fluff maintenance panels to be opened even with low-tech
standard wrenches. Not only does it make sense, but also lets them still
be opened and worked with even if Engineering were to lose its default
impact wrenches.

To facilitate the mundane wrench being used for atmos panels as a 'fix
RP' action, opening and closing maintenance panels now must be done with
the Disarm intent (with description updated to communicate the fact).

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-05-13 22:17:36 +00:00
hazelrat
a2e9e72df8 Hydroponics layout tweaks (#20749)
This implements several tweaks to the layout and contents of the
recently remapped hydroponics bay to make the space smoother and more
intuitive to play in.

The intention of the mapping here is to make D1 hydroponics a
non-liminal space to be in, it should have amenities that mean you can
spend a long time there comfortably - I believe this was also the
intention of the original PR. It contains most of the hydroponics
machines. This is also intended to ensure that you can comfortably spend
most of your time in D2 if you prefer, which is important as it's the
more visible area.

The empty middle row in the D1 hydroponics racks is intended to be an
intuitive spot to cultivate bees. There are two chairs at the desk since
there are two gardeners, and the vendors have been moved to a more
prominent spot on D2 to make it feel less liminal. I've replaced the
hatches under the hydroponics trays with outlines, as a green hatch
under a plant makes the plant pretty indistinct. Windoors have been
removed between the two areas, since they are no longer required to gate
chef access.


![image](https://github.com/user-attachments/assets/40d393ec-4201-45b8-b710-9e155f36dfcc)

![image](https://github.com/user-attachments/assets/ca7b8c40-846d-4e10-bef0-1e3d5cfd897a)
2025-05-13 22:17:26 +00:00
Stev-the-third
7a304219a4 Burzsia Flag (#20742)
Burzsia flag. Do I need to be more verbose. It's a flag for Burzsia.
That's it. What do you expect of me.

![image](https://github.com/user-attachments/assets/73ae36c4-1f5e-4502-940b-2aa43508e694)

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-05-12 06:27:18 +00:00
hazelrat
231a2693c1 Expanded trap sounds + punji tweak (#20681)
This applies a sound to the act of deploying any kind of trap, applies a
sound to falling into a punji trap, and makes people collapse upon
falling into a punji trap. Intended to give more feedback, especially
considering how lethal a punji is.
2025-05-09 06:56:20 +00:00
FlamingLily
00cdeb02d1 Added a message to placing an item in your own storage container (bags, etc.) (#20679)
Title
2025-05-09 06:56:12 +00:00
Cody Brittain
fdd916dc4e Added another check for mobs buckled to roller beds (#20746)
Got stuck today due to being simultaneously buckled to a roller bed that
was being folded. Added another check to hopefully plug this issue.
2025-05-09 06:54:13 +00:00
courierbravo
3bfcf45801 Hydrobuff v2 (#20634)
Adds a bunch of stuff to the bio-generator, remaps the garden and
hydroponics, adds some new magazines, modifies the plushies selection to
include more plushies, adds a few new bounties, and throws the kitchen a
bone by giving them soy sauce on round start.

Most controversial changes are likely to be:
- I removed back access to lower hydroponics for the cook/chef, and
added a windoor and table to discourage them accessing hydroponics.
- I made the garden smaller and made the vending machine now cost money
to get fertilizer and tools. The amount of credits should be fairly
reasonable, allowing most characters to still use the garden without
issue.

---------

Signed-off-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-05-07 18:37:40 +00:00
FlamingLily
1c0eb9bdcd Makes the supply drop event have a low chance to spawn crate full of contraband. (#20720)
As the title says. Currently a 10% chance each time the random crate
spawn rolls but I'm open to reduce it if desirable.

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2025-04-25 10:36:28 +00:00
Batrachophreno
fd09cdf004 Allow insulated gloves to be stored in toolbelts (#20702)
As title: mechanics/electricians/tradespeople having their work gloves
tucked into their belts with the rest of their tools is pretty normal.
Tool belt's description says "...for holding various tools _and
equipment_", emphasis mine, so even though they're not strictly 'tools,'
I still think it fits (plus they're some of the only small utility items
not able to be stored in toolbelts apart from various goggles).

For consistency's sake, one could argue that ALL gloves should be able
to be stored in a tool belt if Insulated Gloves can be stored, but
keeping it simple for first PR, am good with whatever.
2025-04-13 10:15:02 +00:00
hazelrat
e344aa055d Traps & random object icon fixes (#20671)
Resolves several missing icon states for some random/ objects and traps.
Nothing user-facing, just makes them appear properly in StrongDMM.
Deleted several sprites we weren't using from punji.dmi.
2025-04-13 10:14:44 +00:00
Wowzewow (Wezzy)
305038f064 Joker Poker, feat. You have UNOOOO (#20598)
<img width="125" alt="dreamseeker_Ipg96rH5Bq"
src="https://github.com/user-attachments/assets/9da6e048-a33c-4198-90ee-e47a05fc85a0"
/>


![dreamseeker_z2UllenFYc](https://github.com/user-attachments/assets/2f6791fe-3a23-4534-9f40-9758eb62dd7d)

- rscadd: "Streamlines card mechanics. Click on others to deal to them,
yourself to draw. Ctrl-click to draw, Alt-click to shuffle."
- rscadd: "Adds KOTAHI, the shedding type card game fun for the whole
family."
  - rscadd: "Tweaks throw sound volume."
  - bugfix: "Fixes some runtimes with cards."
  - imageadd: "New sprites for playing cards."

Also seperates picking cards into it's own verb, and no more tooltips
when concealed. No more cheating.

(Also changes the throw sound volume, so it doesn't horribly spike the
volume when you're dealing normally)

KOTAHI sprites by CevUI, modified by myself.
2025-04-13 10:14:05 +00:00
hazelrat
32b492d2f9 Nanopaste balance changes (#20672)
This makes nanopaste take about twice as long to apply at a baseline, 2
seconds rather than 0.7, multiplied by five times if the mob you are
applying it to is yourself, reckoning out to 10 seconds to apply it once
to yourself. This also prevents you from applying nanopaste multiple
times at once, so this time limit can't be contravened.

The intention of this is to discourage using nanopaste mid-firefight,
which has been very powerful in the past since it took less than a
second to apply and could be spammed repeatedly to speed that up even
further. I also hope that it'll encourage IPCs to ask for help to apply
nanopaste, involving other people in the repair process, or to simply
use the workshop now that nanopaste is less instantaneous.
2025-04-13 10:13:37 +00:00
hazelrat
47213b607d Debugger un-punch-ifying (#20682)
Makes debuggers not use the generic hit sounds.

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-04-13 10:11:47 +00:00
hazelrat
8480a2fb15 Expanded overloader messages (#20645)
Expands the messages overloaders give the user. Reduces the number of
messages overloaders give you, and thereby how long they last, so you
don't get these messages repeating and filling up your entire chat too
heavily.


![image](https://github.com/user-attachments/assets/b8e86cdc-2ede-4e9b-89a6-0f9ce3a1861c)
2025-04-13 10:03:20 +00:00
Evandorf
d324980d40 Fixes Chainlink Fence Pathing (#20677)
Fixes an issue where you could not walk on the tile where a chainlink
fence existed. Altered the passing code and added some flags to ensure
it would check direction.

@RustingWithYou I tested it several times to make sure that it could not
be lept. It seemed the intention was for it to never be passable so
nothing living is able to move through it in this configuration. I left
the probability for projectiles to sometimes not pass.
2025-04-06 23:10:33 +00:00
hazelrat
a4ce195bf3 Nanopaste bugfix (#20669)
Shifts nanopaste to use contained sprites, resolves a bug in live in
which nanopaste inhands disappeared if you used any of it to repair
anything.
2025-03-28 23:23:44 +00:00
shimmeristaken
8db1e0f773 Adds Cigarette Cases to the loadout. (#20637)
Adds a new item to the smoking loadout tab, an empty metal cigarette
case that can hold 14 cigarettes. Intended to be filled up by rolling
people or those who prefer to keep all of their poison-in-a-stick within
a cute, convenient package.

Fixes an issue wherein the in-hand mob sprites would not display for
cigarette packets and cigar cases, they now do so properly. Modified the
north facing sprites so they don't look out of place (appear BEHIND the
player sprite)

Fixes an issue wherein you could place cigars into smaller cigarette
packets, which became relevant because that meant you could stuff the
cigarette case full of oversized cigars. Now you can only hold cigars in
cigar cases, as you should.

Built for modularity, it should be easy for contributors to add their
own cigarette cases design, and to tweak the existing cigar cases code
to allow for the same handling of open icon states, where multiple
closed icon sprites change to one single batch of open icon sprites,
reducing bloat. Courtesy of Geeves.

While currently out of scope of the P-R, this is intended to be improved
later down the line by allowing you to select which kinds of cigarettes
can spawn in the case in addition to allowing it to start empty, kind of
like how lunch boxes work. Was too complex for me to figure out and
would've taken far longer than needed, but is a planned project for the
future.
2025-03-27 11:23:53 +00:00
Ben
61954b6cca Spy Bug Fixes (#20651)
- [x] Spy Bugs do not work across z-levels
- [x] Spy Bug labeling
- [x] Spy bugs have radio wierdness

Touchup to Spy Bugs to make them work after changes have negatively
impacted them.

---------

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>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2025-03-27 11:23:06 +00:00
Geeves
e3f2b7de80 Engineering Fluff - Maintenance Panels (#20334)
* Added maintenance and large maintenance panels to various areas around
the ship. These are fluff objects that have no mechanical impact, but
serve as RP tools engineers can use to go to and interact with
departments.



https://github.com/user-attachments/assets/52d49e82-ba98-411f-901e-d9210f0ad6d0

---------

Co-authored-by: Hazelrat <ric.whe.don@gmail.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-03-27 11:22:41 +00:00
Cody Brittain
43a02960ac Fix extended examine text not working. (#20663)
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2025-03-27 11:20:19 +00:00
harry
bd418cfd8d 516: fixes tgui-say, chat flickering and chat crashing on export (#20667)
title

chat crashing on export fixed by
https://github.com/VOREStation/VOREStation/pull/16713, chat flickering
is fixed by https://github.com/VOREStation/VOREStation/pull/16734, tgui
say is https://github.com/Monkestation/Monkestation2.0/pull/2116

also cleaned up some more html uis without skeletons 👻

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-03-27 11:17:00 +00:00
Matt Atlas
22f3e5580d Fixes some 516 UIs. (#20662) 2025-03-27 02:14:59 +01:00
harry
04bc9fbd13 516 compatibility for browsers (#20652)
this is a bit of

https://github.com/cmss13-devs/cmss13/pull/8646
https://github.com/cmss13-devs/cmss13/pull/8875
https://github.com/cmss13-devs/cmss13/pull/8606
https://github.com/cmss13-devs/cmss13/pull/8607
https://github.com/cmss13-devs/cmss13/pull/8359
https://github.com/cmss13-devs/cmss13/pull/7860
( and thus https://github.com/ParadiseSS13/Paradise/pull/25105
https://github.com/ParadiseSS13/Paradise/pull/25205
https://github.com/ParadiseSS13/Paradise/pull/25363
https://github.com/ParadiseSS13/Paradise/pull/26423 and
https://github.com/ParadiseSS13/Paradise/pull/26433 )
https://github.com/tgstation/tgstation/pull/89766

in order to work properly - using the efficient storage method, instead
of the byond json method - github pages needs to be enabled and built
from the gh-pages branch. because yeah

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-03-26 21:41:18 +00:00
DreamySkrell
a24345a43b Scenario - Environmental Testing Facility (#19611)
changes:
- rscadd: "Adds Environmental Testing Facility odyssey scenario. Big
map."
  - rscadd: "Removes green tint from the minimap program/reader."
  - rscadd: "Adds/reorganizes some generic outfits."
  - rscadd: "Adds some generic odyssey actor roles."
- rscadd: "Adds actor accesses system to odyssey scenarios, and a
self-service access terminal."
- rscadd: "Adds some warnings to odyssey actor teleporter, in case ID
access or headset are missing."
  - rscadd: "Adds some more random spawners."
  - rscadd: "Adds better sprites door helpers."
  - rscadd: "Adds access door helper."
  - rscadd: "Adds info box to odyssey actor panel about roles."



![image](https://github.com/user-attachments/assets/fc2c0316-e95b-49f8-ac8b-55d03ef47b18)

![image](https://github.com/user-attachments/assets/36a680e8-47bf-4a12-b0a4-7c83cad9e74e)

![image](https://github.com/user-attachments/assets/fca04220-5457-4fa0-9045-cbf9f3f7e013)

![image](https://github.com/user-attachments/assets/6c0c4af2-ae63-4824-bcbe-59519156d288)

![image](https://github.com/user-attachments/assets/a5022487-b2db-4b37-ad16-a9e287ea1695)

![image](https://github.com/user-attachments/assets/96eee079-5aa4-4606-8c7e-ca8f5c3444d4)

---------

Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-03-25 20:40:32 +00:00
Acetrea
e381c3ecac Allows Chemistry Bags To Hold Inhaler Cartridges (#20606)
Given that the pharmacist is given inhalers and autoinhalers to fill
every round with pneumalin, pulmo, dexalin, and whatever, I figured this
might've been an oversight.

Super helpful for Odyssey rounds when all the crew are going down and
medical wants to bring the entire fridge (8 autoinhalers + 2 inhalers +
4-6 small inhaler cartridges AND the bottles)

EDIT: Changed to only inhaler cartridges, not autoinhalers nor inhaler
bases.
2025-03-24 11:24:06 +00:00
FlamingLily
0907e19253 Swapped the brown sneakers in the CE's clothing satchel with brown workboots. (#20624)
Title. The CE spawns with brown workboots anyhow.
2025-03-22 22:33:04 +00:00
beepbopbeepbop
dbda3a21ff Makes Security belt able to hold HoS Energy Pistol (#20620)
title + changelog
2025-03-22 22:32:22 +00:00
Wowzewow (Wezzy)
f9deaea164 Hides and mutes newplayer spawn (#20605)
You know that random 1x1 room you spawn in before loading into the
Horizon?
No more silly snapping and morbillion equip sounds. Probably.
2025-03-22 22:30:40 +00:00
Wowzewow (Wezzy)
1ff2b9153a Fixes double door cabinet animations (#20602)
Title.
2025-03-22 22:30:03 +00:00
Fluffy
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
Fluffy
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
Ben
2e22cf2c65 Bikes Over Grates and Konyang Police Tape Fixes (#20616)
Police tape allows Konyang Police (PV Police) to walk through

Bikes can now drive over grates

Should fix https://github.com/Aurorastation/Aurora.3/issues/5605

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-03-17 21:29:34 +00:00
Cody Brittain
e2653bd912 Fix Konyang Utility Poles (#20614)
Closes #20607
2025-03-17 21:29:18 +00:00
Wowzewow (Wezzy)
47d26c04b2 Mining and Chem Bag fix (#20599)
Fixes #20596
Fixes #20594
2025-03-14 23:19:58 +00:00
Ben
6de43617a8 AI Lawboard Conglomeratization + Conglomerate Aggressive Lawboard (#20575)
Nanotrasen and Nanotrasen aggressive law modules/boards renamed to
Conglomerate/Conglomerate Aggressive

Adds the Conglomerate Aggressive lawboard (this lawset already exists,
just never was given a board?). Adds a copy to AI Secure Storage
(alongisde the existing lawboards, this falls under a board the SCC
would have just in case, like the other ones there.)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-03-12 17:43:12 +00:00
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