ci/cd script to shellcheck .sh files and make sure they're executable as
part of cicd so it fails loud with the specific problem if Permissions
Issue 2 The Revengeance happens again
Re-creation of https://github.com/Aurorastation/Aurora.3/pull/21046 to
skip merge conflict hell. Brings us modern TGUI.
**ALTERNATE TITLE: TGUI HELLSCAPE PR
ABANDON ALL HOPE YE WHO ENTER HERE**
- [x] Migrate build tools (javascript -> typescript, bun for package
management).
- [x] Upgrade all TGUI dependencies and associated root files to
TG-congruent versions (axios, babel, dompurify, eslint, highlight,
marked, prettier, sass, source-map, stacktrace-parser, typescript).
- [x] InfernoJS -> React migrations
- [x] React cleanup and polish (migrate all remaining .js files to
appropriate .ts or .tsx filetype, all remaining hooks, linting, error
corrections, etc.)
- [ ] Test all remaining TGUI interfaces
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
see title
runtime condenser now works with the condensed log
got rid of old tracy versions and the broken replayer, added 0.13.1
tracy and rtracy with licenses and a readme
gitignore now ignores .utracy dumps anywhere so you can dump them in
tools/tracy to make your life easier
Changes the Auth System to use the new login server to fetch the
users/groups instead of the deprecated forumuserapi.
Removes the ForumUserAPI and moves the admin authorization processes to
a auth subsystem
---------
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
## About PR
Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more
### Detailed Changelog
<details><summary>Details</summary>
<p>
- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.
</p>
</details>
## Images
<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
Slightly increases potency of Spacevines random seeds, and increases
range of areas which can spawn them.
Makes Comet Expulsion event populate a whole bunch of meteors on the
overmap, but most of them are just traveling in random directions. Makes
it less trivial for bridge crew to just scoot one tile to the left and
everything's fine. Tested it multiple times on local instance to find
numbers that tended to make the overmap dangerous, but not bullet-hell
levels. It should be okay for the Horizon to get hit once or thrice-
dodging them all ought to be a really nice trick. Also increased minimum
spawn distance from the edges of the overmap on round start to prevent
comet spawn from deciding 'hey fuck you' and nuking you with 4 meteors
to the face and 0 time to maneuver. That's too mean, even for me.
changes:
- balance: "Spacevines event has more area types to potentially spawn
in."
- balance: "Spacevines event potency_min increased from 70 -> 85."
- balance: "Comet Expulsion event chances slightly increased with
greater weighting towards Bridge Crew availability."
- balance: "Comet Expulsion event now generates many overmap hazards,
mostly in random directions, to make evasion less trivial."
- balance: "Comet Expulsion event meteors now have a small chance to do
greater damage."
- balance: "Horizon and other overmap visitable sites minimum spawn
distance from overmap edge increased from 2 to 4."
- qol: "Provided additional admin logging for Comet Expulsion event."
First round of tuning after the addition of new electrical storms,
changes in behavior, etc. Details in the changelogs, but apart from
general balancing of event weights and effects, this PR also expands the
description info on Telecomms machinery to communicate that you need to
use Nanopaste to repair them (which I don't think was documented in-game
anywhere), and also adds a stack of Nanopaste to the TComms vestibule to
facilitate repairs if no one is around to produce the stuff.
Also you can beat Telecomms machinery with a stick to start garbling
them now! Take that, Medical channel!
There will probably be another round of balancing after this to make
sure the events all feel and play maximally right/fun.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Some functional updates to events:
**Comms Blackouts:** Now has a variant (min. 6 pop,
engineering-weighted) which gives each machine a 10% chance to take a
little integrity damage. Additionally, Telecomms Processors now factor
their integrity damage into their ability to decompress messages, so
this alternative comms blackout might cause radio transmissions (either
global or for a given department) to start getting a little garbled- not
enough to genuinely impede comms, but enough to justify Engi to fix them
up.
**Prison Break:** Given how rarely we actually have people sitting
around in the prison waiting for breakouts over the course of a given
round, this event has been changed to be more akin to the existing
Containment events- the entire department (minus armory, nuke storage,
checkpoints, etc.) are at risk of lights blown, access issues, etc. Just
a little more variety added to the mix.
**Space Vines:** Minimum 4 pop to fire. Shouldn't matter much in the
grand scheme of things, just reduces annoyance factor for extremely
low-pop if they roll some vines that fuck them up. Will look into
refactoring that event so that the danger factor of the vines increases
with population, and remove the min pop requirement again.
**Drone Revolution:** Minimum 4 pop to fire. Again, shouldn't matter
much in the grand scheme of things but this highest tier event will
seriously fuck up anyone who latejoins and uses the maints to, say, help
set the ship up during low pop! No I'm not salty!
**Electrical Storm:** Refactored this and restored the Mundane and Major
variants. While we want this event to keep Engineers on their toes and
provide openings for people to break regs if they so wished, most of the
event is theater (lots of flickering lights now!) While the Mundane and
Moderate variants are mostly flavorful and will just give Engineers a
few excuses to visit different departments and RP with people, Major
events will be your 'all hands on deck' affairs (as Major events are
ought) and in very rare circumstances could even cascade into more
serious issues. Did a ton of unit testing on this and feel very good
about how each variant actually looks, will make any additional tweaks
if needed once we see how it plays with an actual population!
The Event Probabilities sheet was also very out of date, missing Comet
Expulsion, had the old Viral Outbreak, lots of old values, etc. Updated
all the events, and also updated the % formulas to factor in minimum
population- changing the 'Assumed Personnel' values at the top to a
level below the minimum population for a given event will now correctly
set its probability to 0%, making it clearer what actual odds are given
different pop levels.
I also don't think pop_needed was working correctly: various changes in
there to get it behaving.
Obv this PR grew in scope from outset and touches a small handful of
different things, so lmk anything to mix and match and change and drop.
!review
See title. Adds additional requirement of a minimum 8 pop to Greimorian
Infestation events to reduce common lowpop headaches.
Set min pop reqs for events to 1, reduce the likelihood of the Horizon
turning into a genestealer-infested space hulk during long uptime.
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
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.
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
Updated tracy to our v25092024.
Removed tracy client 0.10 and added 0.11.1.
Binaries from our release system (that I also had to update), client
from tracy upstream.
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.
This is based on, and should only be merged after, #19847
Fluff papers now update the free space on the paper correctly on
initialization.
Moved all the fluff paper in code, from the maps.
Added maplinting for fluff papers.
Added DMDoc for fluff papers.
changes:
- rscadd: "BAPI - mapmanip multiz support."
needed for the current map freeze
before, multiz dmm maps were not handled at all, always assuming there's
one zlevel (reading and writing)
now with this PR, multiz dmm maps will be handled correctly, both
submaps and the maps they are inserted into
---------
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
changes:
- rscadd: "BAPI - mapmanip submap performance improvements."
- rscadd: "BAPI - mapmanip script."
perf improv in the form of changing the map container from hashmap to a
flat grid
hashmap was only bad for big maps with lots of submaps - did not affect
horizon with its one small submap
the script:

---------
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
changes:
- rscadd: "BAPI - mapmanip submap noop handling."
- rscadd: "BAPI - mapmanip submap repeat setting."
both features are explained in forum thread
<https://forums.aurorastation.org/topic/20511-mapmanip-guide-submaps/>
but basically:
- "noop" areas and turfs has special meaning and determine whether the
submap manipulation is more like "replacing" or "appending"
- repeat setting controls whether extracted submaps should repeat on
insertion
---------
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
Minor refactor of the APC file, turned biteshifts into the BITFLAG
macro, reordering.
Added APCs maplints.
Fixed maps to pass the maplints.
APCs now draw time-constant power.
Removed power objects handling code, only the powersink existed that
used it.
Refactored powersink to use the processing subsystem, made it
time-constant, DMDoc'd.
Made powersinks drain power from an APC faster.
More bapi work, docs, etc.
The actual changes seen from DM side, is that all maps are parsed and
checked by spacemandmm. It does not really add much safety for us, as
everyone uses strongdmm anyways (which uses spacemandmm), but I will
need to do that anyways in future work.
The bapi call is on every map in the maploader, so if it does not work,
if it crashes or panics or whatever, we'll see it immediately (cause the
maps don't load). It should work fine, though, unless the setup is
wrong. I wrote more about safety and other things in readme text file in
rust/bapi dir.
So, yeah. The point of this PR is to do something meaningful with bapi,
and see if the whole workflow and setup and everything works correctly,
before doing any further work in future PRs.
---------
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
# what and why:
byondapi stuff
byondapi is cool
implementation is very heavily inspired by
https://github.com/ParadiseSS13/Paradise/pull/25328
this PR adds a very minimal but usable rust project to the repo
this was test-merged to see if it actually works in game on the live
server
but as it is now the PR does not add any byondapi calls to dm code
---------
Co-authored-by: DreamySkrell <>