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masterfixes
92 Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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067d8f9680 | Reorganizing the non-game UI (#95383) | ||
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844550f7c2 |
Unfucks /datum/browse code (#89994)
What it was doing was by and large fine, HOW it was doing it SUCKED I've cleaned it up and the nearby code some, notable hits include: - random if check in secrets ui that was totally unused - proc called add that actually set - lists not defined as such - stupid var names - proc args which did nothing - code which did nothing - oververbose code - proc/var names with no spacing at all Note: This might have changed behavior accidentally, I've done my best to test but we'll need to look out for issue reports in coming days. I was working on bitflag code and saw red, now it's 2 hours later. 🆑 code: Brought browser code up to standard with the rest of the codebase admin: Hey lads, I cleaned up how non TGUI windows work on the backend, please let me know if anything is broken! PING ME MOTHERFUCKER /🆑 |
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f02c461394 | Fixes roundend report not opening (#90503) | ||
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9aefd83689 |
makes various uis more compatible with high dpi monitors, adds a preference for smaller windows (#90418)
## About The Pull Request various uis (tgui-say, vv, player panel, anything using `/datum/browser`) would not correct for dpi. they now do we also have a preference to allow you to have smaller windows that are zoomed out, instead of larger windows that are not zoomed #### of note, this does require a small change to the usage of css viewport units, like `vh` and `vw`. they need to be fed through the `vp(100vw)` function first. there was only one such unit in the codebase on 4k monitor with 200% scaling: fixed (pref on default)  pref disabled  ## Why It's Good For The Game 516 fucked with uis again and this unfucks them a bit ## Changelog 🆑 qol: there's a new UI preference called UI scale which allows people that use windows scaling to have their UIs original size with the contents zoomed out, instead of the default, which is the UIs being larger with the contents "normal" size fix: various UIs did not respect windows scaling, they now do /🆑 --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
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a0a07e9f40 |
Unfucks /datum/browse code (#89994)
## About The Pull Request What it was doing was by and large fine, HOW it was doing it SUCKED I've cleaned it up and the nearby code some, notable hits include: - random if check in secrets ui that was totally unused - proc called add that actually set - lists not defined as such - stupid var names - proc args which did nothing - code which did nothing - oververbose code - proc/var names with no spacing at all Note: This might have changed behavior accidentally, I've done my best to test but we'll need to look out for issue reports in coming days. ## Why It's Good For The Game I was working on bitflag code and saw red, now it's 2 hours later. ## Changelog 🆑 code: Brought browser code up to standard with the rest of the codebase admin: Hey lads, I cleaned up how non TGUI windows work on the backend, please let me know if anything is broken! PING ME MOTHERFUCKER /🆑 |
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3baf4c5213 | Fixes roundend report not opening (#90503) | ||
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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2691b9a721 |
makes various uis more compatible with high dpi monitors, adds a preference for smaller windows (#90418)
## About The Pull Request various uis (tgui-say, vv, player panel, anything using `/datum/browser`) would not correct for dpi. they now do we also have a preference to allow you to have smaller windows that are zoomed out, instead of larger windows that are not zoomed #### of note, this does require a small change to the usage of css viewport units, like `vh` and `vw`. they need to be fed through the `vp(100vw)` function first. there was only one such unit in the codebase on 4k monitor with 200% scaling: fixed (pref on default)  pref disabled  ## Why It's Good For The Game 516 fucked with uis again and this unfucks them a bit ## Changelog 🆑 qol: there's a new UI preference called UI scale which allows people that use windows scaling to have their UIs original size with the contents zoomed out, instead of the default, which is the UIs being larger with the contents "normal" size fix: various UIs did not respect windows scaling, they now do /🆑 --------- Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
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ded0ee6362 |
Bitflag Metainfo, Usable (Happy 90000th) (#90000)
## About The Pull Request Makes wrapper procs to support working with bitflags as defined "things" rather then EXCLUSIVELY numbers, mostly for getting random flags. I've ~~also added a unit test to prevent bitfields from being double defined~~ stolen some code form moth to make double definitions here a compile error. This does rely on people actually using the bitfield lists, essentially upgrading them from breaking just admin debug to POTENTIALLY breaking game logic (slightly). Would like input on this @tgstation/commit-access ## Why It's Good For The Game More tools for feature coders to play with, more sane code |
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9ebcabb077 |
IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.)  `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  **Before**  **After**  🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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cc335e7e9e |
IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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28ed213197 |
[PORT] [TGUI] Color picker (#2670)
## About The Pull Request Port of the color selection TGUI interface from BeeStation/Artea-Station. https://github.com/BeeStation/BeeStation-Hornet/pull/9417 https://github.com/Artea-Station/Artea-Station-Server/pull/525 This implementation includes a port and adaptation to React, as TG has discontinued the use of Inferno. If the Input: Enable TGUI parameter is disabled in the UI Tab, the old color selection mechanism will be used instead. The new interface supports copying the color value in the #343231 format and allows entering a 6-character hexadecimal color code. Additionally, a color palette for selection is available. ## Why It's Good For The Game The TGUI color picker is more adaptable and prettier. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>    </details> ## Changelog 🆑 itsmeow (original), RimiNosha, Phoenix404 (port) add: Added TGUI-based color palette and replaced all usages of BYOND color palettes with it (TGUI input preferences are still respected). /🆑 |
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2e4d70afe5 |
Updates href uses for 516 (#88699)
## About The Pull Request Was just scrolling through the Paradise github since they seem to have more work done for 516 to see if there's anything I can port over, found this and thought why not. Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105 Specifically, updaing all hrefs to use the internal ``byond://``, and adding it to grep. ## Why It's Good For The Game More work towards 516. ## Changelog Nothing player-facing. |
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6a418150e8 |
[MIRROR] Spelling and Grammar Fixes (#29499)
* Spelling and Grammar Fixes * they dont understand --------- Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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d2c7806047 |
Spelling and Grammar Fixes (#85992)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(
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1530f361c0 |
Removes unused code for HTML UIs (#82589)
## About The Pull Request This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that I've been slowly inching towards the past few months. This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``, ``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also fixes advanced camera consoles not booting you off when you're moved out of reach. We called ``check_eye`` on mob life whenever they had their machine var set, but their machine var would never be set to anything that actually used it, which I found to be a little funny but was also probably my fault. ## Why It's Good For The Game This is poor and unmaintained code used for HTML UIs that we no longer need thanks to TGUI, we should get rid of it to encourage the use of TGUI in the future instead. ## Changelog 🆑 fix: Advanced camera consoles now boots you off when you're moved out of reach. /🆑 |
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6dfe17306c |
[MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals * update modular --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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410979bb6a |
[MIRROR] Microing var/static times (~0.015 seconds of init) [MDB IGNORE] (#20688)
* Microing var/static times (~0.015 seconds of init) (#74769) ## About The Pull Request Moth and I came up with an affront to god and man, and used it to track the time spent creating /static (and in theory /global) variables (this happens right at the start of init) They cost as a sum about 0.05 seconds btw, at least currently. ``` /datum/timer var/key /datum/timer/New(file, line) src.key = "[file]:[line]" /datum/timer/proc/operator*(x) rustg_time_reset(key) return x /datum/timer/proc/operator+(x) var/time = rustg_time_microseconds(key) world.log << "TIMER: [key]: [time]" return x Regex: var/static/([\w/]+) = -> var/static/$1 = (new /datum/timer(__FILE__, __LINE__)) * (new /datum/timer(__FILE__, __LINE__)) + ``` Output on moth's pc looks like this, time in microseconds [output_sorted.csv](https://github.com/tgstation/tgstation/files/11241900/output_sorted.csv) Most of this is either icon_states() memes (which appears to be cached btw, that's interesting), or a variation on typecacheof() There is one get_asset_datum call, but that is ALREADY cached and so is just redundant. That's a good 0.01 seconds saved. The rest of the time here is slightly more interesting. The majority of typecacheof() is iterating the output of typesof(), a byond internal proc that returns a list of types that either are or are the child of the passed in type. A decent chunk of time here (0.005 seconds, or 10% of the proc) can be saved by unrolling the arguments to the proc. It takes an arbitrary amount of typepaths as input, but we can't like use arglist() here (cause this is an internal "proc"), so instead we try a window of args, passing in null if we start to try and take in too much. Window size matters, zebra fits better into 4 then 5, especially because of how grouping needs to work to make this effect happen. We save about 0.001 for zebra btw, which is around about 7%. It's lower cause we need to group the paths beforehand I think. The speedup is minor, but it DOES exist. Plus it's fun. ## Why It's Good For The Game Microing is a hell of a drug * Microing var/static times (~0.015 seconds of init) --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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3861627c66 |
Microing var/static times (~0.015 seconds of init) (#74769)
## About The Pull Request
Moth and I came up with an affront to god and man, and used it to track
the time spent creating /static (and in theory /global) variables (this
happens right at the start of init)
They cost as a sum about 0.05 seconds btw, at least currently.
```
/datum/timer
var/key
/datum/timer/New(file, line)
src.key = "[file]:[line]"
/datum/timer/proc/operator*(x)
rustg_time_reset(key)
return x
/datum/timer/proc/operator+(x)
var/time = rustg_time_microseconds(key)
world.log << "TIMER: [key]: [time]"
return x
Regex:
var/static/([\w/]+) =
-> var/static/$1 = (new /datum/timer(__FILE__, __LINE__)) * (new /datum/timer(__FILE__, __LINE__)) +
```
Output on moth's pc looks like this, time in microseconds
[output_sorted.csv](https://github.com/tgstation/tgstation/files/11241900/output_sorted.csv)
Most of this is either icon_states() memes (which appears to be cached
btw, that's interesting), or a variation on typecacheof()
There is one get_asset_datum call, but that is ALREADY cached and so is
just redundant. That's a good 0.01 seconds saved.
The rest of the time here is slightly more interesting.
The majority of typecacheof() is iterating the output of typesof(), a
byond internal proc that returns a list of types that either are or are
the child of the passed in type.
A decent chunk of time here (0.005 seconds, or 10% of the proc) can be
saved by unrolling the arguments to the proc.
It takes an arbitrary amount of typepaths as input, but we can't like
use arglist() here (cause this is an internal "proc"), so instead we try
a window of args, passing in null if we start to try and take in too
much.
Window size matters, zebra fits better into 4 then 5, especially because
of how grouping needs to work to make this effect happen.
We save about 0.001 for zebra btw, which is around about 7%. It's lower
cause we need to group the paths beforehand I think.
The speedup is minor, but it DOES exist. Plus it's fun.
## Why It's Good For The Game
Microing is a hell of a drug
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c5ca08fd01 |
[MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators * Update code/modules/admin/verbs/admingame.dm Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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872e64fb05 |
Adds spaces around logical operators (#72603)
## About The Pull Request Part of a prior PR that was closed (#72562). This version does not add the check in CI. ## Why It's Good For The Game The work is already done, so I figured why not. ## Changelog N/A Nothing player facing Co-authored-by: Jeremiah Snow <jlsnow301@pm.me> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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b7b6bd501f |
[MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols * Fixing conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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6c0aba5da4 |
removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols * found more |
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7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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6f3b151bb8 |
[MIRROR] Fixes a bunch of harddels that are sourced from player action (#6252)
* Fixes a bunch of harddels that are sourced from player action * Mirror! Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |
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f90e8cf7a3 |
Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine |
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a3bc815581 |
[MIRROR] Fixes a runtime with ai trying to use a browser ui (#5636)
* Fixes a runtime with ai trying to use a browser ui (#59062) * Fixes a runtime with ai trying to use a browser ui Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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4905466368 | Fixes a runtime with ai trying to use a browser ui (#59062) | ||
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b332b46b65 |
[MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines * a Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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0f435d5dff |
Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> |
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39121c53ce |
[MIRROR] Minor ERT refactor, introduces a few ERT admin options (#3339)
* Minor ERT refactor, introduces a few ERT admin options (#56345) * Minor ERT refactor, introduces a few ERT admin options * Proper Modularisation Protocol * Update preferences.dm Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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fa216eff39 | Minor ERT refactor, introduces a few ERT admin options (#56345) | ||
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89a21458b5 |
[MIRROR] Replace tgalert with tgui_alert, a new TGUI-based alert system (#1833)
* Replace tgalert with tgui_alert, a new TGUI-based alert system * a * a Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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1b0b13a737 |
Replace tgalert with tgui_alert (#55157)
Adds TGUI-based alerts to replace the old tgalert system. Replaces all uses of tgalert with tgui_alert except for one, the 'Report Issue' button, as people were (understandably) concerned that this button using tgui will prevent a tgui bug from being easily reported. These windows have a nice little progress bar indicator of how much time they have left, and will automatically close themselves after this time elapses. Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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b8d9874c27 |
[MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342) Implements the ?. operator, replacing code like A && A.B with A?.B BYOND Ref: When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call. * Converts all A && A.B into A?.B Co-authored-by: ZeWaka <zewakagamer@gmail.com> |
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9629feed35 |
Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B BYOND Ref: When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call. |
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496811ef6c |
[MIRROR] Optimize stat panel and fix guardian verbs (#804)
* Optimize stat panel and fix guardian verbs (#53463) Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing Also fixes #53432 fix #53381 fix #53724 Changelog add: icons are back on alt clicks fix: horrible performance from alt clicking turfs with multiple objects tweak:browser should notify the SS when it's ready to receive data * Update statbrowser.html * Apply suggestions from code review Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com> * hidden = TRUE * almost ready * Browser should notify when ready to receive data * Apply MSO's suggestions * reset cache if something in it gets deleted * Fix runtime * fix my stupid code * send href_token when adding admin tabs * fix an issue with cyborg suit topic Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com> * Optimize stat panel and fix guardian verbs Co-authored-by: Couls <coul422@gmail.com> Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com> |
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75cdfc88f6 |
Optimize stat panel and fix guardian verbs (#53463)
Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing Also fixes #53432 fix #53381 fix #53724 Changelog add: icons are back on alt clicks fix: horrible performance from alt clicking turfs with multiple objects tweak:browser should notify the SS when it's ready to receive data * Update statbrowser.html * Apply suggestions from code review Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> * hidden = TRUE * almost ready * Browser should notify when ready to receive data * Apply MSO's suggestions * reset cache if something in it gets deleted * Fix runtime * fix my stupid code * send href_token when adding admin tabs * fix an issue with cyborg suit topic Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> |
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ec09510459 |
Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns Edit: Most left out ones are in mecha which should be done in mecha refactor already Oh my look how clean it is Co-authored-by: TiviPlus <TiviPlus> Co-authored-by: Couls <coul422@gmail.com> Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com> Co-authored-by: Couls <coul422@gmail.com> |
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ca366c3ea1 |
Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns Edit: Most left out ones are in mecha which should be done in mecha refactor already Oh my look how clean it is Co-authored-by: TiviPlus <TiviPlus> Co-authored-by: Couls <coul422@gmail.com> |
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e8bfe6eb68 |
[MIRROR] [Ready] CDN browser assets! (#312)
* [Ready] CDN browser assets! (#52681) Rewrites the asset_cache system to handle sending assets to a CDN via a webroot. see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md Fixed a lot of bugs with assets, removed some dead code. Changes: Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport. Added subsystem call for when the config loads or reloads. Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5). Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.). The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly. Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url. Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly. cl refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue. admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare). config: New config file, resources.txt, (must be loaded by an $include statement from the main config) server: The external_rsc_urls.txt config has been moved to the main config system. /cl Porting notes: Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode. Requires latest tgui. The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load. /tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae * [Ready] CDN browser assets! Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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8df93ba39e |
[Ready] CDN browser assets! (#52681)
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot. see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md Fixed a lot of bugs with assets, removed some dead code. Changes: Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport. Added subsystem call for when the config loads or reloads. Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5). Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.). The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly. Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url. Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly. cl refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue. admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare). config: New config file, resources.txt, (must be loaded by an $include statement from the main config) server: The external_rsc_urls.txt config has been moved to the main config system. /cl Porting notes: Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode. Requires latest tgui. The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load. /tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae |
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ee324ab3c2 |
[MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728) * var/list cleanup * The rest of the owl * plushvar bad * Can't follow my own advice. * Cleanup up all instances of using var/ definitions in proc parameters. Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> |