A few items now show up with appropriate sprites in StrongDMM. Achieved
by adding an icon_state if one was lacking, or by adding a generic icon
variant in the case of the energy weapons for the icon_state to
reference.

Added a crude sprite for the wasteland goggles whenever toggled off the
eyes, so it doesn't disappear when a player does so.
When selecting a sensor in the engineering power-monitor program, you
are not able to return to the sensor list without restarting the whole
console.
Even though the issue is known for some time now, i weren't able to find
an issue to reference in the PR.
- Fixes broken UI navigation when trying to return to the sensor list.
- Resets UI navigation state when program gets closed.
Corrects the erroneous fore_dirs of a few ships and shuttles so they
function properly in ship combat. Updates a few of the visitable/ship
variables with dmdocs for clarity.
Refactored various procs used by VV: Header generation, dropdown menu
generation, moved various things around, some defines.
Fixed VV to be able to edit associative lists.
Fixed VV to be able to make a list ex nihilo on a var.
Removed various dropdown menus that didn't exist anymore and were doing
nothing.
Fixed add verb option to not wipe the already existing verbs of the mob.
Fixed a runtime error on some lists view building that were not handled
correctly.
Fixed an issue with build mode not having the correct permissions for
devs.
Fixed an issue with editing a list referenced by a key in another list
via the edit referenced object option.
Added DF_VAR_EDITED flag.
Fixes the wield sprites of a few guns so they appear ingame. The
item_state definition seemed to cause the odd behaviour with the
Dominian rifles, and the Xanan rifles had a few mistyped icon names.
There seems to also be an issue in which inhand sprites for guns without
magazines don't appear, instead using the versions with magazines, which
is probably why the Dominian guns messed with the item_state in the
first place. Not tackling that here.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
This allows friends to be designated before casting the psi power mirror
shade, so that you and another psychic psycho don't kill each other on
accident.
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
* AIs can now dress up their preview mob.
* Cyborgs now have the cardboard outfit in the loadout again. You can
toggle it by deselecting the job suit and hat options.
* Job suits are now hidden correctly when the job suit is deselected.
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.
AI programs added in a previous PR were not given the correct flags.
Teleport program removed as it was not needed + useless (only usable for
nearby teleporter)
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Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Adds the ability to obtain small amounts carpotoxin from space carps
without having to kill them! Beakers and buckets work, currently, I do
not believe eyedroppers or syringes can be used to do this.
Friendly space carps are now identified as being tame, and I have also
given them a few new idle emotes for additional cuteness.
You can harvest carpotoxin from hostile space carps, but good luck
trying to do that while they're chomping your fingers...
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Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
bridge crew can (presumably) be double-contracted with the ve'katak
phalanx. all command roles remain untouched. this PR previously included
corporate reporters as well but is being split into two PRs due to
maintainer discussion
Added 79 new stickers. 60 by LforLouise, 1 by Noble Row, 2 by Ben10083,
10 by Hazelmouse, 1 by Mr.Popper, 4 by FabianK3, and 1 by Kermit.
Added sticker sheets, a storage that can only store stickers. Sprite by
Noble Row
Added the new sticker sheets to the loadout menu
Replaced gold star and googly eye boxes with sticker sheets.
corporate reporters can be employed with the ve'katak phalanx, meaning
they should be able to take the augments when PMCG. this was previously
a part of #19854 but was split into two PRs due to maintainer discussion
for bridge crew
Remaps the mining refineries to have three separate refinery lines, to
match the three miner slots. It's also more compact, which should speed
up refining quite drastically.
This also adds an airlock variation of the SCC pressure tank and adds it
to the Spark. There's been issues with the Spark airlock needing to
perform an outward cycle to be able to cycle inward, so if it's
currently forced out it can jam going back in. With a pressure tank
rather than a canister, it can comfortably cycle inward twice without
any outward.
* Certain autolathe items can now be printed at Code Red without needing
to be hacked. (though hacking allows you to access them without the
level)
* Certain autolathe items have had their hacking restrictions removed,
such as the industrial welder. They are now printable by default.
* Reorganized the autolathe, drastically reduced the size of the General
tab, and introduced new tabs, such as Dinnerware and Armaments.
* Shotgun shells now print in piles, instead of one shell at a time. The
resource cost has been increased to compensate.
https://github.com/Aurorastation/Aurora.3/assets/22774890/b17b567b-e1a8-429c-a823-14ff4f47fb00
New Twin Suns charm representing the suns of S'rend'marr, used by those
who worhship S'rendarr and Messa
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Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Removes the tranquilizer rifle from the HoS's office, and places it in
the RD's office. Along with removing the box of shells from the HoS
locker, placing them in the RD's locker.
Changes the description of the rifle to move it away from being a 50 cal
sniper. Changed the shells to reflect this as well.
Expands the RD's office and reshuffles it slightly to make space for the
tranquilizer cabinet.
Part 2 will be a resprite of the rifle, to be added at a later date.
PR will need loremaster approval due to description involving corporate
lore.
Refactored the abstract meta propriety into defines.
It's now more easy to spot/see abstract types thanks to the macro that
defines them.
Added a check on initialization of atoms to avoid spawning abstract
types.
Made the spawn_atom proc check for abstractness.
Made the spawn_atom proc use tgui_list for types list shorter than 1000
elements, which enables to search in them. It's too laggy on larger
lists so above 1000 it uses the builtin input.
Made the spawn_atom use a list subtraction instead of a double list,
it's lighter on memory and processing.