Fixes https://github.com/Aurorastation/Aurora.3/issues/21669
Fixes https://github.com/Aurorastation/Aurora.3/issues/21951
Fixes https://github.com/Aurorastation/Aurora.3/issues/21972
Fixes https://github.com/Aurorastation/Aurora.3/issues/22077
changes:
- bugfix: "All movespeed_modifier slowdown data now applied correctly
post-smooth movement PR. IE: active magboots, duffel bags, etc. again
slow you down."
- bugfix: "Sofas no longer able to be rotated while anchored."
- bugfix: "Attempting to use crowbars, fire axes, hammers on airlocks
while in the Hurt intent will now make you attack the airlock."
- bugfix: "Fixes graphical bug with open lid graphics for crates painted
in any engineering color variants."
- bugfix: "Individual butterfly knife parts are no longer larger than
butterfly knives themselves."
- bugfix: "Elevators that squish mobs (any type of mob/living) will now
appropriately gib instead of just quietly deleting them."
- rscadd: "Miniature fusion reactor explosions now use subsystem
radiation instead of manually applying rad damage to all mobs in range."
These changes are intended to prevent red grabs (neck grabs) being
broken so easily.
It also makes blue grabs very slightly harder to break, by stopping
people from pulling grabbed mobs.
Firstly, the grabbed mobs were not being moved along with their grabber
sometimes.
This happened when the grabber was force moved (such as by a pull, or
another grab or being walked into on harm intent), in which case the
grab that breaks was resolved purely by which had Process called on it
first.
Secondly, you can now no longer pull either the grabber, or the grabbed
mob. This prevents blue-grabs being broken by someone walking up and
pulling either person away, bypassing the Resist mechanic.
Thirdly, a red-grabbed mob cannot be pulled or grabbed by anyone else.
This means the only way to break a red-grab is to disarm the grabber,
stun the grabber, or throw the grabber more than 2 tiles.
https://github.com/user-attachments/assets/9d392229-4544-4546-ae8d-bdfc835fda19
I touched mob, living and mob_movement for this, because the grab checks
were so spread out. I'm not particularly comfortable with having done
that!
I've tested pretty extensively and it seems like nothing broke, but it's
hard to find edge cases without lots of clients and lots of grabs.
Updates the GUI of the Atmos Pumps to include a normalized flow rate
(normalized to 1ATM and 20C) and measurement functionality.
---------
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Rebalances the 6.8mm bullet and it's AP variant to not be antag shredder
9000. Additionally, alters pricing in the cargo order list and adds an
AP variant of the 6.8mm to the cargo order list. The values for the
rounds are below.
6.8mm: 40 dam | 12 AP
6.8mm AP: 30 dam | 30 AP
Against 55 armor (major ballistics armor):
6.8mm: 13 damage
6.8mm AP: 18 damage
5.56: 16.67 Damage
5.56 AP: 25 Damage
7.62: 18.56 Damage
The thought process behind these values:
<details><summary></summary>
<p>
Adhomai does not make wide use of personal body armor. As a result,
ammunition does not prioritize defeating body armor. Therefore, it is
more effective the less armor one has, leading to a high damage value
but low AP values. As they are rifle power cartridges, there is still
some AP. The specific 6.8mm AP cartridge was created for defeating the
armor of the S'rand'marr coalition, thus why it is comparable to 7.62
</p>
</details>
These values can be tweaked as needed to make the rifle and ammo
reasonable.
This PR DOES NOT modify the rifle itself, and therefore should not
conflict with #22088
changes:
- rscadd: "Adds additional configuration data to the Light's Edge
sector."
- soundadd: "Adds a Welcome AI voiceline for the Light's Edge sector."
- imageadd: "Adds Light's Edge sector skybox."
- imageadd: "Adds Light's Edge sector state to the Stargazer."
- balance: "Slightly decreases default light brightness, slightly
increases night mode light range."
(Light changes before and after for reference. It's a weird inclusion
for a sector PR, but I found the lights on the Horizon were washing out
the starlight, and after I stopped trying to modify starlight and
instead modified the actual light machinery, I found that the values I
landed on actually looked really nice across the ship and offsites
tested.)
Before
<img width="1346" height="1342" alt="before"
src="https://github.com/user-attachments/assets/f3d1389f-26bd-4649-a5fd-049fbee8358b"
/>
After
<img width="1347" height="1341" alt="after"
src="https://github.com/user-attachments/assets/d3109ba7-4603-47c5-83f6-5b3caa136d76"
/>
Security officers and the warden each get a .45 pistol loaded with
rubbers, and a spare rubber mag in their lockers.
The investigator get a new .45 revolver loaded with rubbers, based on
the konyang revolver, and a speedloader, also with rubbers.
The armory has had .45 speedloaders added to it, but is otherwise
untouched.
Also the autolathe gets to print .45 speedloaders now for the
investigator gun.
Practice ammo has been added to the autolathe.
The Elyran ERT had their disruptors replaced with plasma pistols.
Other non-Horizon disruptors were replaced with lethal .45.
Horizon disruptors were replaced with rubber .45.
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.
In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.
NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
# Summary
This PR refactores code and structure of the current persistence
subsystem, in preparation for Persistency: Circles, Squares and
Triangles.
This should not contain any user facing changes.
~~This PR is based of branch #21925 and **needs** to be merged in order.
The files changed display will be meaningless until then.~~ *Done.*
## Changes
- Split subsystem in partial files.
- Refactored proc names, added "persistentObject" format for current
code.
- Renamed SQL table.
- Refactored logging and call hiearachy.
- Fix CI labeler adding DB label on non-SQL files.
This adds two passcards to represent xanan pride across the spur on the
horizon to the loadout as accessories.
Ill-fated is the creator of the sprites and descriptions, I am the
implementor by her request!
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR: xanu_passcard, nationa_militia, the item
descriptions in full. All by the_ill_fated on discord.
<img width="302" height="203" alt="image"
src="https://github.com/user-attachments/assets/39e66093-2730-4d84-8534-37c6058f3471"
/>
---------
Signed-off-by: ArbiterAmbrose <n22don2009@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Updates produce boxes to better reflect what's needed from them to make
common foods, upping the spawn rates of some things (such as chilis),
lowering the spawn rate of others (such as white-beets) and adding new
produce for it to spawn (such as lemons)
as well as a few rarely-spawning items for some less-common foods such
as berries and chickpeas, but with low-enough spawn rates that they
won't remove the kitchen's dependency on cargo and botany.
(Also fixes a small typo in Caramelized steak bites while i'm at it)
---------
Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Ports screen alerts from CM13. This enables an immediate reference to
whether you are cuffed or buckled. It also provides an easy way to get
out of said situation by simply clicking on the alert.
<img width="430" height="454" alt="image"
src="https://github.com/user-attachments/assets/0c20abf2-0901-49e0-ac29-492ba7c6dbe5"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/screen_alert.dmi (buckle, succumb) | CM13Devs (CM-13) |
CC-BY-SA 3.0 |
Adds a 2 point box to the loadout that allows one to have a tin of tea,
teapot and 4 cups to properly share tea with people. Inspired after I
saw similar elsewhere and thought how annoying it was to use 3 points
just to get the tea, teapot and 1 (potentially full) cup.
Tea tins were made a bit smaller as it seemed weird they were box sized,
and so that it would actually fit in the tea set box.
The point cost of cigs were reduced to 1 point, down from 2, as it seem
to make more sense. We have entire lunchboxes and augs for 2 points,
while cigs are more an aesthetic choice.
**power stuff**
- generally 10Xs all power draw stuff so they actually have a
significant effect on assembly power cells.
- buffs some of the lower-end power gen. circuits to go with, but the
higher-end ones can already handle the new numbers
**reagent pump**
- changes adjacent check to use turfs to cover more bases (ie. assembly
being held in-hand, or source/target being in an assembly thats held
in-hand — these being 90% of reagent pump uses)
**tickers**
- shouldn't have appended `SECONDS` to them all. they work as advertised
now (again)
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪🎪
Co-authored-by: Matt Atlas <liermattia@gmail.com>
- Updates the **medical analysers** to get health values significant to
Brainmed instead of Pointmed. About 6 years late?
- Adds a **radiation scanner**.
- Adds a **light scanner**.
- Adds a **custom ticker** that can be calibrated between 2 (fast ticker
equivalent) and 600 seconds.
- Adds a **face scanner** that can get basic information about
humanoids, including: name (same as an examiner), general flavourtext,
face flavourtext, species, height, estimated age, and eye colour. Has
applications for species-specific circuitry, identity confirmation, or
flavour usage.
- Adds a **flasher** that functions similarly to the **shocker**, but
applies a non-weakening/non-stunning flash instead. Shocker nerfed to
have much higher power draw, which the flasher also mimics.
- Redid all of the **tickers** to actually use seconds (as advertised in
their descriptions). Their intervals have also been changed to be more
significant: 10-secs, 30-secs, 5-mins, 2-secs (upgraded printer only),
custom 2sec to 10mins (upgraded printer only).
- Adds an **Alden-Saraspova counter circuit**. Scans only immediate
(in-view) surroundings for mineral deposits with artefacts inside and
returns a distance.
- Adds a **bluespace portal circuit**. Consumes bluespace crystals
(either tear apart Telescience OR get high tech levels + every material)
to open a portal with a destination based on a supplied *direction* and
*power*. Worse than telescience in every way (5x5m variance;
cardinal/ordinals only; no cross z-level teleporting; 1-way; BUT it's
portable!)
- Adds a **bubble shield circuit**. Relies on relative coordinate inputs
to generate a low health shield. Max range of 3 tiles. Max lifespan of
60 seconds. Can only project 3 shields at a time.
**To-Do:**
- [x] Test everything
- [x] Add any other quick requests before I hit review
- [x] Fuck around with circuits ingame for a bit to figure out any other
gaps
- [x] Test everything again
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Antag Psionics were generally kind of underwhelming (especially in the
face of more interesting power sets like the Vampire/Ling jumpstarters),
so to add a new option for autotraitor rounds, I've given Loner back
their Awaken and Drain powers that they were allegedly supposed to have
according to the wiki. There is now also a new Loner Jumpstarter
available in the (Traitor-only) Antag Uplink, which changes the user
into a Loner antag.
I have also reduced the cost of the standard Psi Jumpstarter to 15tc,
which yes that does put it within the realms of what Mercs can buy. In
the grand scheme of balance it's still really underwhelming in
comparison to everything else Mercs can roll with, though I am very
interested in seeing mercs pull more antag psionic gimmicks.
<img width="1918" height="970" alt="image"
src="https://github.com/user-attachments/assets/33d21a21-9d26-40ac-b9c1-758fc7af2809"
/>
Fixes very old bugs with modular lasers that prevented them from taking
damage when fired.
Fixes a multiply by zero error that removed their fire delay.
Fixes the weapon analyzer, so it correctly shows their damage and number
of shots.
Fixes the shot-multiplier of the two capacitor mods.
Tweaks the damage chance, so that it's not a guarantee that you gun
breaks on the first shot if you have more than 1 mod.
Reduces the size of components, so that people can pick them up and put
them in their bags after their guns break.
Forum thread about these changes:
https://forums.aurorastation.org/topic/22876-modular-laser-rework-and-fix/
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
# Summary
This PR adds persistency to ash trays. This in turn fixes cigarettes
butts spawning a round later in locations where non-empty ash trays were
found.
## Changes
- Add persistence to ash trays and prevent (fixes) cigarette butt
persistence if in an ash tray.
- Fixed cigarette butts not being persistent if the cigarette was put
out on purpose and landing on the floor.
- Fixed loss of registered persistence track on item pickup.
- Fixed persistent tracks when item is held by player.
- Removed all ash trays on the Horizon as their existence is now
persistent. One-time job for operations after merge.
- Fixed matter configuration on `/obj/item/material` not being set
during `set_material()`.
- Fixed persistent trash on space turfs.
- Minor adjustments in SQL/Readme.md.
---------
Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Stasis now gives a ripple effect on the mob when they are under it, as
well as giving them a HUD icon. In addition, this improves stasis bed
code, fixing a bug and adding some neat stuff too.
Based on observed behavior in first live rounds following
https://github.com/Aurorastation/Aurora.3/pull/21862!
changes:
- balance: "Reduces Horizon multi-z hull generator Watt -> Renwick
conversion rate from 0.0002 to 0.00006, given increased capacitor
throughput and reactor outputs."
- balance: "Reduces maximum shield capacitor storage from 200 mJ to 20
mJ."
- bugfix: "Corrects Shield Capacitor TGUI displaying capacitor storage
as Watts instead of Joules."
Somehow I kept thinking hazel and vien are the same person, hence the
branch name.
Anyway, yeah. Custom item prosthetic.
---------
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
Fixes https://github.com/Aurorastation/Aurora.3/issues/22003
Fixes https://github.com/Aurorastation/Aurora.3/issues/22026
changes:
- bugfix: "Resolves some lingering weird behavior with emergency shield
projectors with regards to power draw."
- bugfix: "Updates Warding Spheres, Luminous Sceptres, and Azubarre
Torches to correctly emit light."
- bugfix: "Updates temp control unit to correctly use MOVABLE_LIGHT for
its light_system."
- bugfix: "Hull shield generator correctly checks for both capacitor
presence and activation state when toggling."
- qol: "INDRA Kinetic Harvester no longer disables harvesting a material
if it happens to drop to zero (less aggravation when staggering fuel
injection)."
Providing a damage value between 0 and 1 to the surgical fixing proc
would make it get rounded, and thus heal 0 damage.
Co-authored-by: Matt Atlas <liermattia@gmail.com>
What the title says, really. Adds generic recolourable slippers to the
load-out and the recovery ward (couldn't think of anywhere else to put
them), and SCC-branded slippers and a sleep mask. Fyni mentioned these
offhandedly once, like how some airlines will hand out branded sleep
masks and slippers to first class travelers, so I thought it'd be kinda
funny. Might add them to more places if people have suggestions of where
to, however I'm probably not going to add the SCC-branded stuff to the
load-out.
<img width="1280" height="960" alt="Export"
src="https://github.com/user-attachments/assets/eef5c383-77fb-451a-b96e-a818ef4d9d95"
/>
This PR was requested by @Fyniiy and @nauticall for the _A Dream for
Tomorrow_ lore arc, as one of two new options for the crew to take when
dealing with ADPI in the Lemurian Sea. As a new lore development,
Zeng-Hu Pharmaceuticals has begun offering their own take on Mind
Blankers (previously a bioaug invented by the Federal Technocracy of
Galatea) as a commercial product marketed towards SCC employees
traveling into the Lemurian Sea. These implants were previously
restricted only to Galatean Humans and Offworlders, but are now expanded
in availability to any Psi-sensitive species (So not including Diona,
Vaurca, and IPCs).
https://wiki.aurorastation.org/index.php/Lemurian_Sea
<img width="1616" height="765" alt="image"
src="https://github.com/user-attachments/assets/ff16606d-acfb-4c84-b06a-2ab4d97e3138"
/>
- Pneumalin no longer fixes damage on robotic lungs.
- Fixed augments not processing. This means that HUD augments are fixed
as well.
- Fixed health analyzers displaying damage between 0 and 1 as 'none'.
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Fixes a bug introduced in
https://github.com/Aurorastation/Aurora.3/pull/21862 that caused shield
projectors to activate during certain delayed process() ticks and when
dragged across an area boundary (only noticeable if doing so within the
radius of open space turfs).
EXTREMELY MINOR MISCELLANEOUS CHANGES TEEHEE
changes:
- imageadd: "Adds +bolted, +welded, +lights overlays to several large
machines for easier visual identification of whether or not clicking on
that emitter will kill you or not, etc."
- imageadd: "Modifies the base of the Shield Wall Generator sprite to
better match that of the Emergency Shield Projector (and so they can use
the same overlays mentioned above)."
- imageadd: "Tweaks the Emitter's directional sprites slightly so that
the base doesn't seem to change shape quite so drastically when
rotated."
- imageadd: "Ports very pretty space heater sprites made by Wallemations
and vinylspiders from /tg/."
- imageadd: "Adds unique sprites for Old and Heavy-Duty power cells."
- balance: "Increases power draw and range of Emergency Shield
Projectors."
- balance: "Increases power draw of Shield Wall Generators."
- balance: "Greatly reduces time for debugger to fix APCs corrupted by
electrical storms."
- balance: "Increases multi-z shield capacitor reserve charge and
maximum throughput, so that high-strength shields can actually be run
(at high power draw)."
- balance: "Tweaks the INDRA power output formula to scale better with
increasing temperature."
- balance: "Slight adjustments to space heater efficiency formula with a
friendly handwave to entropy."
- balance: "Old power cells have a 5% chance to be defective and have
slightly lower maxcharge than standard cells."
- qol: "Adds extended examine hints to engineering objects."
- qol: "Extends list of object types which INDRA core field will
interact peacefully with."
- qol: "Improved space heater UX (chat msgs changed to balloon alerts,
audible feedback, etc.)"
- code_imp: "Updates many code comments to use DMdocs."
- code_imp: "Consolidates various shield generation machine sprites in
scattered across multiple files into a single shield generator machines
sprite file."
- bugfix: "Fixes Emergency Shield Projector hard del issue."
- bugfix: "Emergency Shield Projector now shuts down as intended if the
area's APC gets completely drained."
- bugfix: "Firing the gyrotron into the INDRA while no reactants are
present will no longer generate heat."
- bugfix: "Fixes INDRA runtime."
- bugfix: "Fixes Power Monitoring app not displaying grid sensors when
run from a modular computer held in-hand."
Bolted/welded down Emitter:
<img width="130" height="101" alt="Screenshot 2026-02-13 123842"
src="https://github.com/user-attachments/assets/8357b5ea-77e6-46f7-b4a0-724aaa141cef"
/>
Modified shieldwall sprites (with old ones for comparison)
<img width="667" height="103" alt="Screenshot 2026-02-13 111422"
src="https://github.com/user-attachments/assets/2b1e849e-f955-49cb-b094-0bef098a754f"
/>
Shields actually useful for damage control now (though they'll blow
through APC charge if you go as crazy as this):
<img width="804" height="891" alt="Screenshot 2026-02-13 124245"
src="https://github.com/user-attachments/assets/39268b42-5abe-4a3b-ba8a-a18bdc63873e"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/atmos.dmi (all "sheater*") | [Wallemations, VinylSpiders
(/tg/station #93800)](https://github.com/tgstation/tgstation/pull/93800)
| CC-BY-SA |
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Changes:
> - rscadd: "Added two new tajaran loadout options: pants and skirts +
shirts. Summer pants and dress (renamed to skirt) have been put there."
> - bugfix: "The tajaran summer dress and pants have been made into
pants slot items and should now display properly."
In the effort to fix the summer dress and pants not displaying properly
in the loadout selection they have been split up to their own respective
loadout options.
title
I was lied to by the incapacitation proc (it does not actually check
incapacitation necessarily)
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Instead of middle clicking to lie down, you now simply rest. You can
also now do it with your gun in your hand. Removes all code related to
bespoke lying down.
To-do:
- [x] Add a signal to make firearm accuracies update on lying down.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Fixes#21974
Turns out we had ancient code that used a hardcoded bodytemp value to
lower people's movespeed if they got too cold. Tajara naturally want a
cooler body temp, and as a result they could end up movespeed nerfing
themselves silently. Now the movespeed nerf is pegged to
cold_discomfort_level, so your move speed will only be nerfed when you
start getting warnings about feeling too cold.
Changes:
> - rscadd: "Added citizenship loadout restrictions to the loadout."
> - rscadd: "Dominian Consular loadout items are now citizenship
restricted to the Empire of Dominia."
> - bugfix: "Religion loadout restrictions now actually restrict items
to religions."
Could prove useful and actually restricts what should be allowed to be
taken in the loadout if characters don't fit certain criteria. Proof of
concept presented the Empire of Dominia and their consular clothing.