Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
* Revenants no longer make noise walking into gibs (#81420)
## About The Pull Request
Turns the hardcoded sound that plays when you walk into some gibs into
an Element and adds a check for flying to avoid playing the sound,
fixing Revenants, Holoparasites, and other mobs that fly from making
noise when "walking" into a pool of blood.
## Why It's Good For The Game
I was observing a revenant and heard them making noise from walking over
blood, thought it was kinda f*cked up
## Changelog
🆑
fix: Revenants (and other flying mobs) will not make noise when walking
into pools of gibs,
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Revenants no longer make noise walking into gibs
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Improve the naming of the element argument hash index selector (#71319)
So confusing name
* Improve the naming of the element argument hash index selector
* sr sync
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.
ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.
Sometimes you want this, for instance:
```dm
/datum/element/point_of_interest/Detach(datum/target)
SSpoints_of_interest.on_poi_element_removed(target)
return ..()
```
This Detach cleans up a reference that would have hung if target was
destroyed without this being called.
However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!
I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,
---
An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings)
* skyrat elements
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Add component and element templates
* Convert compoinent and element templates to markdown files
* Change element example in template to stateless
* Replace element example with gong moving sound
Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>