TG Upstream Part 1

3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
This commit is contained in:
Waterpig
2024-09-08 10:49:28 +02:00
committed by Majkl-J
parent 67e8dba34a
commit bb70889f6e
1578 changed files with 384 additions and 52713 deletions
-40
View File
@@ -2,31 +2,19 @@ local state = require("state")
local Timer = {}
<<<<<<< HEAD
local SSlua = dm.global_vars:get_var("SSlua")
=======
local SSlua = dm.global_vars.SSlua
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
__Timer_timers = __Timer_timers or {}
__Timer_callbacks = __Timer_callbacks or {}
function __add_internal_timer(func, time, loop)
local timer = {
loop = loop,
<<<<<<< HEAD
executeTime = time + dm.world:get_var("time")
=======
executeTime = time + dm.world.time,
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
}
__Timer_callbacks[tostring(func)] = function()
timer.executing = false
if loop and timer.terminate ~= true then
<<<<<<< HEAD
timer.executeTime = dm.world:get_var("time") + time
=======
timer.executeTime = dm.world.time + time
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
else
__stop_internal_timer(tostring(func))
end
@@ -49,37 +37,21 @@ function __stop_internal_timer(func)
end
__Timer_timer_processing = __Timer_timer_processing or false
<<<<<<< HEAD
state.state:set_var("timer_enabled", 1)
=======
state.state.timer_enabled = 1
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
__Timer_timer_process = function(seconds_per_tick)
if __Timer_timer_processing then
return 0
end
__Timer_timer_processing = true
<<<<<<< HEAD
local time = dm.world:get_var("time")
=======
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
for func, timeData in __Timer_timers do
if timeData.executing == true then
continue
end
<<<<<<< HEAD
if over_exec_usage(0.85) then
sleep()
end
if time >= timeData.executeTime then
state.state:get_var("functions_to_execute"):add(func)
=======
if _exec.time / (dm.world.tick_lag * 100) > 0.85 then
sleep()
end
if dm.world.time >= timeData.executeTime then
list.add(state.state.functions_to_execute, func)
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
timeData.executing = true
end
end
@@ -88,21 +60,9 @@ __Timer_timer_process = function(seconds_per_tick)
end
function Timer.wait(time)
<<<<<<< HEAD
<<<<<<< HEAD
local next_yield_index = __next_yield_index
__add_internal_timer(function()
SSlua:call_proc("queue_resume", state.state, next_yield_index)
=======
local yieldIndex = _exec.next_yield_index
__add_internal_timer(function()
SSlua:queue_resume(state.state, yieldIndex)
>>>>>>> 6577c58b948b (Fixes lua function SS13.wait. (#85427))
=======
local yieldIndex = _exec.next_yield_index
__add_internal_timer(function()
SSlua:queue_resume(state.state, yieldIndex)
>>>>>>> 4b4ae0958fe6b5d511ee6e24a5087599f61d70a3
end, time * 10, false)
coroutine.yield()
end