<img width="125" alt="dreamseeker_Ipg96rH5Bq"
src="https://github.com/user-attachments/assets/9da6e048-a33c-4198-90ee-e47a05fc85a0"
/>

- 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.
So Zeng-Hu, a medical and science company has gloves right? But they're
not on par with neither latex nor nitrile gloves, now that didn't make
sense to me so here's a buff, now they're on par with nitrile gloves.
(I don't know if glove powergaming happens but can reduce them to latex
if _nitrile_ is too strong)
Adds a generic Idris dress to the loadout, exclusive to Idris
Incorporated characters, sprited by the very talented Comet Blaze on
discord! I'd mostly see this being worn by service staff, including
ICSUs and IAUs, which currently don't have a very good generic uniform
to wear.

Mapping changes are adding the same dress to the Idris Cruiser offship.
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.
Title. Noble Row said that their passports would likely be electronic,
so I went with that. Humans can also take them, as some humans are
mentioned as having citizenship through marrying an IPC on the wiki, but
this can be removed if requested.
!!Requires synth lore team input!! @NobleRow
Sprite preview (subject to change):

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Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Fixes#19603Fixes#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"
/>
Removed the use of deprecated parameter icon-size.
Uniformed all clients to use fit to screen.
Fit to viewport is automatically attempted at login.
Statusbar is now hidden by default, giving more screen space.
Toggle fullscreen now works as expected, for even more screen space.
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Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: realmattatlas <liermattia@gmail.com>
I had to unironically bust out my pen and paper for this bullshit and
magnifying tool to actually check if things were pixel perfect.
- bugfix: "Fixes storage box alignment and storage space UI to use
better maths."
- qol: "Tweaks IDs, IDs and firing pins now rotate 90 degrees when in
storage for easier clickability."
- bugfix: "Fixes Item Tooltip toggle message."
- bugfix: "Fixes roundstart items in storage not showing item outlines."
Fixes#20529
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Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Title. 4 loadout points is crazy for an item meant for roleplay value
and doesn't disincentivize anyone who would use the item for nefarious
purposes anyway.
More wheelchair changes to come whenever I figure out the code better,
including the ability to retain the name, description and color when
putting it down or picking it back up.
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Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
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.
This PR adds four new items for Orion Express characters. They can be
found in the Factions tab of the loadout.
Orion Softcap - found under "orion headwear selection"
Quick-E-Burger Apron
Quick-E-Burger Jumpsuit
Quick-E-Burger visor
All credit for the sprites goes to goblin.stev, I only did the funny
words that make them work ingame.
FORUM THREAD:
https://forums.aurorastation.org/topic/20580-assistant-overhaul/#comment-179129
This one will probably need a wiki change or two.
The Assistant Overhaul! A.K.A "FlamingLily commits to coding something
and forgets for six months"
Also, the "Lab Assistant" (Science's learner role) has been renamed to
"Research Intern" with alt-titles to match, in the same vein as the
medical intern. This serves the dual role of clarifying the role's
nature as a departmental learner, AND makes space for the assistant alt
title.
This PR adds four new titles to the Assistant role, complete with access
and loadouts to match.
* Wait Staff: This one's pretty self explanatory. They haul food and
drinks FROM the kitchen and bar TO customers. They do not cook, and do
not get kitchen or bar access.
* Technical Assistant: This one's job is to haul crates and parts for
engineers. They get access to engineering's lobby and main hallways (as
far as a Janitor can get), but otherwise get nothing. They CANNOT start
the engines, shields, atmosphere, or anything. They spawn with a
high-vis vest and a debugger, for token vending-machine fixing efforts.
* Lab Assistant: This one's job is to haul crates and equipment for
scientists. They get access to ACCESS_RESEARCH which is like, two doors
in the research meeting room and not even the hallway outside I think
(idk). They also get a labcoat and safety goggles. For safety.
* Medical Orderly: This one's job is to haul equipment and corpses,
clean up a messy GTR, and stay out of medical's way when an alert is
called. Maybe they can man the reception as well. They spawn with a
labcoat and sterilizine (not even cleaner, because it's funnier that
way.)
I want to insist that these are assistant alt titles, and not roles with
responsibilities. They cannot do repairs, they cannot do science, they
cannot do surgery, and they CERTAINLY can't cook.
Changelog:
- rscadd: "Added four new assistant alt titles: Wait Staff, Technical
Assistant, Lab Assistant, and Medical Orderly (These are still
ASSISTANTS, and cannot perform the relevant departmental skills. These
are also different from learner roles, such as the Interns.)"
- rscadd: "Renamed the existing "Lab Assistant" (The learner role) to
"Research Intern" to better represent the intent for the role and to
make space for the alt title."
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Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Fixes accessories not showing up on suit items.
Confusingly, accessories used the "_un" uniform suffix - this changes
them to use the "_ac" suffix.
Also moved some files around to their proper place (hair pins and bows
aren't accessories, they're ear slot items, etc.)
Fixes#20361Fixes#20352Fixes#20354
What it says on the can; now we can better compensate for processing
spikes by queueing and accounting for verb times (assuming we actually
use this framework to invoke the bulk of them). I have added its use to
some of them, more can be ported as time goes on, eventually everything
but the most trivial ones should go through this.
No player facing changes. Hopefully.
Praise be the omnissiah.
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them
This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.
Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)
Anyway, that's the long and short of it. Have fun.
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Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
🚨 BREAKING NEWS: Our favorite dystopian frogs just got a little
less...Chinese? Down with the Social Score Order, up with the new Social
Compatability Index hyper federalist world.
: )
Also this is a Cerriq Koh memorial pull request.
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Signed-off-by: Warbidon <42331812+Warbidon@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
This creates two modkits for the Assunzionii 'Rook' voidsuit, one for
the human variant and one for the IPC variant, available in the loadout
to any character with an Assunzionii origin. It's only applicable to
research voidsuits.
IPCs have access to both variants so human-shaped synthetics can still
get a suit they can use.
In current code, the Rook is a military voidsuit descended from the
Coalition Vulture. As this allows you to transfer it from research
voidsuits, it has been shifted to be a mechanically identical subtype of
the standard research suit. Anything in the description alluding to its
military uses or its anomaly resistance have been removed to reflect
this.
This should be a relatively clean change, the Rook isn't currently used
substantially in the uplink or for any ghostroles. My thought is that,
if someone ever does make an Assunzione military offship, they could
resprite this suit for a new armoured variety. The implementation should
otherwise resemble the implementation of the Himean modkits.
Adds several new items to the Dionae loadout:
- Three sets of clothes and two hoods for voidtamers
- A jacket, cloak, two hats, and an undersuit for the ekane
- A narrows hardhat and jacket, as well as a slightly reworked jumpsuit
(made chonk)
- New Eternal Robes, the old ones are remaining for now but may be
reworked in the second wave of items
- Also removed some redundant rokz and serz items and the ships
themselves, these may be reworkedin the future, but for now aren't in
current lore.
More loadout items will ideally be coming soon for each factions in the
coming weeks/months.
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Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Does what it says on the tin. Purely cosmetic for now. This is step
zero.
Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.
Hopefully this will nip it in the bud, so to speak.
I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.
This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.
For reviewers :
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.
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Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
It is now fairly simple to add your own aide to any job. The code has
been made more modular, cleaner, and overall easier to work with.
Added a corporate aide role for representatives. Live out your
privileged wage slave dream.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Title
Banner sets for Tajaran religions (Suns and Ma'ta'ke) added to loadout
with 2 point cost
Useful for roles like chaplain that wants representation of more members
of the pantheon/ both suns
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>