# Summary
This PR has the goal of adding a base framework for tracking, saving and
otherwise managing persistent data between rounds, written from scratch.
Persistent data can be anything - Most expectedly noticeboards, dirt,
papers, etc.
_Technical details about the PR below are subject to change._
## Estimated scope
The first iteration of the persistence framework should include the
functioning subsystem and the first implementation of a persistent type
using said subsystem.
- [x] Prepare database for persistent data
- [x] Add new features to `/obj/`
- [x] Logic to get and load persistent data into objects for the
subsystem
- [x] Internal logic for tracking and other
- [x] Implement subsystem
- [x] Basics, files, integration of subsystem
- [x] Database queries for different operations
- [x] Methods for registering and de-registering object tracking for
`/obj`
- [x] Round start logic
- [x] Round end logic
- [x] Implement first persistent type: Papers on notice boards
- [ ] Code review
- [x] Scope validation
- [x] Testing
- [x] Full changelog
- Merge
- [ ] Setup logging config for new subsystem
- [x] Documentation for developers ([How to add new persistent
types](https://github.com/Aurorastation/Aurora.3/wiki/Persistence))
## Inner workings
The new persistence subsystem has the following concept:
At round start the subsystem reads existing data from the database and
creates objects for them.
During the round objects can be added to the tracking using a register
function (or removed by a de-register function).
At round end the subsystem goes over all it's actively tracked objects:
Create new objects (that don't have a persistent ID from the database),
update objects that changed during the round and expire objects that are
no longer tracked.
The objects in questions can register themselves, de-register themselves
and decide themselves what content should be stored and handle how to
set themselves up during the subsystems init phase.
## Information on the new table
`id` - database generated ID for tracking persistent objects over
multiple rounds, objects without an ID are considered new and created
during the round.
`author_ckey` - With the first implementation unused, but expected to be
required in the future to allow any staff/moderation on persistent data.
Nullable as persistent data also can be things like decals without an
actual owner.
`type` - Type of persistent data used for creating objects at round
start.
`created_at` - Statistical values.
`expire_at` - Used for cleaning the database and setting limits for
persistent data types. It's optional and allows permanent persistent
data (command notice boards?).
`content` - JSON formatted data containing the actual properties of an
individual tracked object (e.g. what's written on a paper, what's its
title).
`x`, `y`, `z` - Coordinates taken and given from/to the object during
save/load. Those can be null for future purposes.
## The goal on how to add new persistent data types
`/obj` received two new methods which need to be overriden in the to-be
added new persistent type:
`persistence_get_content()` and `persistence_apply_content(content, x,
y, z)`.
The first method has the responsibility to provide all custom content of
a new type to the subsystem in the form of an associated list (`["title"
= "Hello, World!", "value" = 1337].
What does that mean?
In the example of a piece of paper, the method needs to put the papers
title and text content into a an associated list, that list will be
saved by the persistence subsystem.
The second method has the responsibility to apply the previously saved
content when persistent data is initialized at the start of the round:
The associated list needs to be read back and applied to the paper,
additionally coordinates are provided for the object that have been
taken during saving. Note that the coordinates might be null and could
be ignored during setup.
During the round, when a new object is created, like a paper, you need
to call the subsystem and register a track:
`SSpersistence.register_track(your_object_to_track, ckey (optional)`.
The subsystem will be using the methods above when the round ends and
saves the object - and loads it at the start of the round using the
second method. The ckey needs to be given for all persistent that
contains user generated content, e.g. papers.
In case a persistent object gets removed, you need to call
`SSpersistence.deregister_track(your_tracked_object)`. At the end of the
round the object will be removed from the storage.
`/obj` contains the variable (along some other technical vars)
`persistance_initial_expiration_time_days`, which has a default value of
30 days, but can be safely overriden on a per-type basis. This value (in
days) will be used for the persistent data entry expiration date when a
new object of said type is stored in the database.
## PR description changelog
- Added *The goal on how to add new persistent data types*.
- Updates *Estimated scope* format.
- Updates *Inner workings*.
- Final iteration.
*(Grammer and formatting not tracked manually)*
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.
Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.
Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.
This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.
This PR covers the IC, OOC, and Object Tabs.
Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC
OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI
OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote
IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition
IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal
IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language
IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest
Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet
Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)
Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck
Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song
Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization
Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage
**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.
I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(
No actual code change anywhere in this PR, only comments.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
As title: grants STs a small selection of admin/mod/fun verbs without
needing them to have an admin_rank configured on the back end.
I've been extra permissive here on the assumption that Those That Be
will veto anything they don't like. The granted verbs:
/client/proc/toggle_view_range,
/client/proc/jumptozlevel,
/client/proc/jumptoshuttle,
/client/proc/jumptoship,
/client/proc/jumptosector,
/client/proc/Getmob,
/client/proc/Jump,
/client/proc/jumptomob,
/client/proc/jumptoturf,
/client/proc/check_ai_laws,
/client/proc/manage_silicon_laws,
/client/proc/odyssey_panel,
/client/proc/damage_menu,
/client/proc/change_human_appearance_admin,
/client/proc/change_security_level,
/client/proc/cmd_dev_bst,
/datum/admins/proc/create_admin_fax,
/client/proc/check_fax_history,
/client/proc/clear_toxins,
/datum/admins/proc/call_supply_drop,
/datum/admins/proc/call_drop_pod,
/client/proc/event_manager_panel,
/client/proc/toggle_random_events
This PR is full of _gross code_ but it _does_ work.
- Readds microwaves, and most of their old recipes where applicable.
- Resprites the small oven. It was small and ugly and I hated it.
Now, you may be asking, Wezzy - some of these recipes are an affront to
god. Microwaves can't do that.
And to that I say, It's mostly there to be a decent stand-in for small
rinky-dink maps and ships where you can't particularly fit the whole
kitchen suite in a convenient place. It's nice to have a bit of an
asspull in places like these, so.
Also, donk pockets actually become hot and cool down properly again,
now. It only took 15 years. (jesus christ)
Ported from Bay which ported from us.

Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Adds 3 Crescent Expanse regions due to how large a region it is:
- Crescent Expanse (West): Nralakk and Solarian heavy region.
- Crescent Expanse (East): Coalition and Solarian heavy region.
- Crescent Expanse (Uncharted): Deep Crescent expanse, independents and
certain surveyors only.
Also adds a Lemurian Sea (Uncharted) sector if we ever go there.
Adds a `ccia_link` variable for sectors. Only usage is to block outbound
faxes to Central Command. For uncharted sectors. EBS remains an option
due to necessary CCIA functions (eg. scuttling), per Bear's wishes.
Adds `low_supply` variants of most vending machines and dispensers. For
later use, none mapped in.
Removes the `TEMPLATE_FLAG_SPAWN_GUARANTEED` flag from the sensors
array, because it meant it wasn't affected by `sectors_blacklist`. The
sensors array isn't so important it needs to be in every sector anyway.
Removes Burzsia from the `ALL_DANGEROUS_SECTORS` list, as the crisis has
passed and humanitarian relief efforts completed.
Adds the `ALL_EVENT_ONLY_SECTORS` for limited usage during event
arcs/similar where canon odysseys or certain thirdparties may infringe
upon an arc's narrative. Allows selective enabling/disabling of canon
odysseys or third parties for said arcs. Not intended for liberal
application.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
sound/music/lobby/crescent_expanse/crescent_expanse_1.ogg | "Lüüü -
Weedance" by Lüüü, Obtained from
https://myprivateunderground.bandcamp.com/track/lu-u-u-weedance | CC
BY-NC-SA 3.0.
sound/music/lobby/crescent_expanse/crescent_expanse_2.ogg | "Little
Bradley - Sunset Drive" by Little Bradley, Obtained from
https://myprivateunderground.bandcamp.com/track/little-bradley-sunset-drive
| CC BY-NC 3.0
sound/music/lobby/dangerous_space/dangerous_space_1.ogg | "You Can't
Kill The Boogeyman" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/you-can-t-kill-the-boogeyman | CC
BY 3.0
sound/music/lobby/dangerous_space_2.ogg | "Prison Planet" by Karl Casey,
Obtained from https://karlcasey.bandcamp.com/track/prison-planet | CC BY
3.0
sound/music/lobby/lights_edge/lights_edge_1.ogg | "Is Anyone Left?" by
Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/is-anyone-left | CC BY 3.0
sound/music/lobby/lights_edge/lights_edge_2.ogg | "Running From The
Wendigo" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/running-from-the-wendigo | CC BY
3.0
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.
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.
Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
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.
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)
No player facing changes (hopefully)
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.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
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.
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.
Fixed all datum[index] accesses, they are considered undocumented
behavior and fail from 515.1641.
Flipped the OpenDream pragma for the above to emit an error instead of a
warning.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Fixed the message server PDA messages logging.
Fixed the message monitoring console for the aforementioned use.
Fixed a runtime for AI distance check on trying to read papers.
Created a preset for the message server so it's autolinked on the
horizon.
Fixes#11701 (For the Message Logs part)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* feat(macros): add meta charset patcher
Added a proc that will add a meta tag to browser
content with the encoding set to Unicode.
Ported from NebulaSS13/Nebula
* feat: replace `ISO-8859-1` with `utf-8`
* feat(newscaster): use `show_browser` macro
* feat(admin): use `show_browser` macro
* feat(player_notes_sql): use `show_browser` macro
* feat(warning): use `show_browser` macro
* feat(paper_bundle): use `show_browser` macro
* feat(photography): use `show_browser` macro
* chore: add changelog for browser changes
* fix(macros): recover the deleted macro
* feat(macro): convert place_meta_charset to macro
* style(macros): use spaces between macross and body
* Apply suggestions from code review
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
Signed-off-by: SidVeld <sidveld@gmail.com>
* fix(macros): change the position of the bracket
---------
Signed-off-by: SidVeld <sidveld@gmail.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
* adds journal to loadout
* cuts apart journal into overlays + bases
* swaps out full sprites for bases + uncoloured overlays (the paper)
* makes sprite white ready for recolouring
* default journal colour
* changelog
* sprites to library.dmi
* downsizes the journal (no longer bigger than a house)
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf
* pain
* sadfas
* sdfa
* sdfasf
* sfa
* sdf
* might the lord have mercy on our soul
* i cri everidai
* adeste fideles
* sdf
* where will this lead, what's coming next, from your inventions
* dear lord
* gjvhk
* i cri everidai
* fsgf
* sdfa
* sdaf
* hiuhi