
Fixed monkey cubes under showers from turning the game into Doom 3.
Fixed showers not showering you because of an improper early return on
wet floors.
Fixed blood overlays being wrongly cleared when you shower.
Sonme code improvements.
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
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.
Adds the DNA extraction sting which currently exists in the code to the
changeling ability store, enabling the ability in-game.
From what I can tell, the reason the ability is currently disabled is
because it originally allowed changelings to gain more ability points
without any risk, which is no longer the case as of the merging of
https://github.com/Aurorastation/Aurora.3/pull/17140, which made it so
that changelings only get a set amount of ability points and cannot gain
more.
DNA extraction sting in its current form does not allow changelings to
respec, that still requires changelings to absorb someone.
---------
Signed-off-by: Tag114 <118570749+Tag114@users.noreply.github.com>
- Cleaned up electronic cigarette code slightly.
- Electronic cigarette cartridges are now removed with alt-click.
- Electronic cigarette cartridges now last far longer.
For some reason, e-cigs had their own snowflake transfer value, which
meant that your average electronic cartridge lasted you maybe 1 minute.
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Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Added new sprites for random objects for everything in random/clothing,
/food, /loot, /medical, and /misc.
Also got distracted and changed how the corn oil/cooking oil tank looks
and how much reagent it holds. Now looks like the rest of the reagent
tanks and holds the same amount of liquid, 1000u.
The airlock air canister subtype starting pressure doubled (now around
600), this will hopefully lessen occurrences where the canister has
insufficent air to operate (and thus be stuck closed).
This appears to happen for ships spawning docked, in the future it
should be looked into allowing an 'override' for docking to dock despite
air difference
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Halves the price of overloaders from 200 to 100. Free IPCs are an
economically disadvantaged group so something aimed at them probably
shouldn't be so expensive.
Triples the amount of time overloaders last. 30 seconds was too short a
time for meaningful roleplay to occur, especially given how much they
cost.
This resolves every issue I could eyeball with Vaurca Attendants.
Added to every ghostrole where they're appropriate, mostly wherever
warriors are. Included as non-combatants in the TCAF ghostspawn.
Added to every list for species-specific loadout items and augments, so
they should be able to select them now.
Added to every job blacklist warriors were already on, most notably so
you can't join as a consular officer or corporate representative.
Accounts for attendants with a lot of admin outfits and ERT spawns.
Resolves https://github.com/Aurorastation/Aurora.3/issues/19974
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.

Basically, Attendants are now a subspecies of Warriors instead of a
subspecies of Workers, meaning they carry most of the traits over from
Warriors aside from the ones that have been modified by me. They also
have a unique appearance that should still work with Vaurca clothing,
instead of needing adjustments a la Bulwark. Hopefully, an acceptable
alternative to the Attendant subspecies that was previously offered in
#17550.
@desvenlafaxine
I'm not sure when the templeist versebook lost the icon it was meant to
reference, but it's been broken for a while. This adds a new sprite for
the book, plus inhands, to fill the gap.
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.
Per request of synthetic lore, this allows Zeng-Hu frames to be played
in every role in security.
I'll toss this over to Noble in the lore discord for a look-over.
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
Resolves a couple of the odd quirks on the Horizon that have piled up,
including:
1. Aligning the cafe stools in the direction of the counter.
2. Fixing a misaligned APC in engineering maintenance.
3. Pixel shifting the bar glasses vendor so it doesn't overlap with the
coffee machine.
4. Giving missing custodial access to a few maintenance hatches. Access
on maintenance airlocks seems very inconsistent so I'm sure this isn't
comprehensive, but janitors can now access bar maintenance, the areas of
maintenance behind the main lift on deck two and three, and the area of
maintenance between the garden and security maintenance. Custodial
access appears separate from generic maintenance access, so I think it's
just been forgotten in some recent remaps.
* 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.
Originally backtracked on for thematic reasons, a discussion with
curiourbravo made me realize the gameplay importance of bandages in the
place where people drag injured people trumps the fluff of corporations
squeezing money out of desperate employees.
This makes the bandages, ointments, and inap pens in the medbay lobby
vendor free, as it displaced a medlocker with those in them previously,
(Also moves these items to the top of the screen)
Makes biogenerators visible.
The problem was that the update_icon proc for biogenerators relied on
the initial icon_state being 'biogen' or 'biogen_small' to work, which
is an icon that didn't exist, so it showed up ingame through initialise
but not in an editor. A later PR changed that to make it show up in the
editor, causing it to break ingame. This renames the empty biogen
sprites simply to biogen and biogen_small to resolve the issue, so it
now shows up both ingame and in strongdmm.
The biogenerator in hydroponics and xenobotany on the Horizon had a
manually changed icon_state to get around this, which this also removes.
Resolves https://github.com/Aurorastation/Aurora.3/issues/19842
This adds the Lone Spacer offship and ghostrole. This is a shuttle-based
offship with only one slot, designed to be a totally generic and
versatile sandbox to play around with. It can be played in pretty much
any way imaginable, in any sector, any species, essentially any origin,
doing anything from piracy to smuggling, trading, light mining or
xenoarchaeology, or whatever else helps the intrepid explorer scratch
out a living from the stars.
**This is up for review.**
A few things to note:
- This adds a few crate variants to provide hazards in some of the
submaps. I've playtested these, they seem to work smoothly.
- There is an ongoing bug with shuttle-based offships, including this
and the Izharshan ship, in which telecommunications doesn't work unless
you clear every filtered frequency. I'm not attempting to tackle that
bug in this PR, so tentatively players will have to use the multitool by
the all-in-one to clear the filtering frequencies, or they can simply
use a shortwave.
- The ship is just within the constraints for shuttle size - I couldn't
make it any bigger. If it can't dock with a docking port, it's because
the docking port is mapped without enough space.
- IconDiffBot says I modified the Xanu Frigate overmap sprites at one
point. I'm not honestly sure how this happened, but it _seems_ fine?
- The workshop submap gives the ship a variety of generic augments, plus
all of the Zeng-Hu specific augments including the memory manipulator
and enhanced retinas. It doesn't have any more faction-specific augments
than those. The submap is mostly designed for installing prosthetics and
augments and making simple robots, but I'm pretty sure you could use it
to make a shipbound or IPC if you really wanted.
Credit to NobleRow for the overmap sprites!
Personal shields can now remain active while put back in the belt,
freeing your hands.
Some code reordering and cleanup.
Fixed a runtime on inspection of the personal shield.
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.
* 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
Nicotine pill bottle was incorrectly labled 10u, while only having 5u
pills.
Whoops.
Thanks Ofna01 for letting me know.
---------
Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
Doubled the amount of canisters on tap for the omni vendor.
Changed the name of the omni vendor to the omni restocker. Omnivendor
doesnt really get across what its for, I think this change will make
that sliiiightly more clear.
Moves the IPC memory wiper from the RD's locker to the OM's locker. It
makes more sense for the OM to have it, since the Machinist is an
operations overseen job, not a science overseen job.
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.
Your coworkers getting you down? Struggling to keep that headache at bay
during a day at the office? Just need a pick-me-up? Look no further!
Adds the Nanopharm, a simple vending machine giving access to some
over-the-counter pharmaceuticals. Caffine pills, Cough medicine, that
sort of thing. Amazing for 'My coworkers are such a headache I need to
pop pills over it' rp.
Please actually do feel free to give feedback over what should be added
or omitted. I want to give some variety without adding things that
should be prescription and controlled substances. Current things of note
are caffeine pills, nicotine pills, and vitamins which this PR adds.
Same as #19740, but with less conflicts hopefully. Credit to
Courierbravo for helping with the map when my SDMM install messed up
---------
Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
God help me.
PR does the following:
- Adds the Apollo event shuttle we've been using, along with 2 variants
of it, and several other copy/paste-able event shuttles to use as start
points. Also, fluff writing regarding it that's subject to change.
- Adds a pipes guideline to give some guidance on preferred ways of
doing scrubber/supply pipes. Also copy paste ready atmos stuff.
- Adds a ton of industrial flooring decal color presets.
- Refactors /obj/effect/floor_decal/industrial/outline/engineering into
outline/engineering and outline/operations. Replaces all instances of
outline/engineering with outline/operations. This was done because
outline/engineering was using brown as its color, which isn't really an
engineering color.