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
Fixes#86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:
* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.
To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game
The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.
This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
* Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request
Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game
Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
* Abductors can no longer be converted by conversion antags
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
## About The Pull Request
Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game
Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
* Mind links won't highlight your own messages (#84625)
## About The Pull Request
Linked speech now prevents messages from highlighting if its a message
you sent, or if you are the owner of said link.
Also, linked speech messages are now marked as radio messages, for chat
tab purposes.
## Why It's Good For The Game
Because when you have your own name highlighted, it's annoying having
every message with `[Shion Rosenthal's Slime Link]` highlighted, even if
it's _my own_ message.
## Changelog
🆑
qol: Linked speech now prevents messages from highlighting if its a
message you sent, or if you are the owner of said link..
qol: Linked speech messages are now marked as radio messages, for chat
tab purposes.
/🆑
* Mind links won't highlight your own messages
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
Linked speech now prevents messages from highlighting if its a message
you sent, or if you are the owner of said link.
Also, linked speech messages are now marked as radio messages, for chat
tab purposes.
## Why It's Good For The Game
Because when you have your own name highlighted, it's annoying having
every message with `[Shion Rosenthal's Slime Link]` highlighted, even if
it's _my own_ message.
## Changelog
🆑
qol: Linked speech now prevents messages from highlighting if its a
message you sent, or if you are the owner of said link..
qol: Linked speech messages are now marked as radio messages, for chat
tab purposes.
/🆑
* Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Micro-optimize qdel by only permitting one parameter
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request
You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself
* Adds error on qdeling callback, fixes errors this causes
* Update cell_component.dm
* Update acid.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself
* Mind link speech displays symbols correctly (#76290)
Closes#71991
Removes a call to sanitize() in mind linker code because tgui_input_text() already sanitizes input by default, symbols now display correctly
* Mind link speech displays symbols correctly
---------
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
Closes#71991
Removes a call to sanitize() in mind linker code because tgui_input_text() already sanitizes input by default, symbols now display correctly
## About The Pull Request
This PR is a re-pr of ##70522 , with some tweaks:
Notably:
- Wavespeak is not a say override, but instead uses a mindlink. Meaning
carp and space dragons can still talk verbally, but they can also use
telepathy to talk to all carp and the dragon.
- I would refactor Mind Linker a bit further to be a full datum rather
than a component but that's for another time.
- Removed the gravity aura component in favor of using the existing
forced gravity proximity monitor.
- Also fixed a bug involving that. Lol.
- Minor refactoring around the place.
- Reduced the volume on a lot of space dragon sounds.
- Edited the roundend report for Space Dragons to collate all entries
into one per player.

## Why It's Good For The Game
Space dragon still plays pretty "play lame win game" right now, the
optimal strategy for them is to find the cheesiest spot for a portal and
spam their stun / fire breath to make it unreachable.
I was a fan of the original PR so I updated it and brought it back.
## Changelog
🆑 IndieanaJones, Melbert
balance: Space Dragon can no longer choose its rift locations freely,
and instead is given 5 pre-determined locations to pick from instead
balance: Space Dragon itself has been buffed in order to support a more
confrontational playstyle, however its wing gust now requires a line of
sight to targets in order to affect them.
balance: Player Space Carp from rifts now have buffed health, but
reduced object damage values. They also gain a temporary speed boost
when hit by Space Dragon's fire breath instead of taking damage.
balance: Carp rift spawn times have been reduced, the healing AOE is now
a 3x3 instead of a 1x1, and apply normal gravity in a large radius
around them
balance: Space Dragon and rift carps now communicate on a private mind
link channel via action button similar to Raw Prophets and Slimepeople.
fix: Fixed Gravity Generator forced gravity not applying.
fix: Intern Announcer will no longer replace Space Dragon announcements.
qol: The roundend report for space dragons now collates all players who
played a carp into one entry, rather than one per carp spawned.
qol: Space Dragon sounds are much less ear piercingly loud.
/🆑
---------
Co-authored-by: IndieanaJones <mariosuperstar384@gmail.com>
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important
`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
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>
I went into this just planning on fixing some weird behaviour with
spider buttons and ended up touching a lot of files.
Specifically this is because some of the actions used by Giant Spiders
would print feedback messages in IsAvailable, which was bad because this
is called every time the button updates and so would (for example) print
a bunch of messages about eggs existing when you spawned as a
broodmother because the lay eggs button would be checking for that when
it was granted to you.
The feedback _is_ useful though so I've implemented a pattern used in
Spell where we just pass a flag describing whether we want to print it
or not, which is generally set to true in Trigger() or if the player
physically pressed the button.
A side effect of this is that any action with usability flags (such as
"not when handcuffed") will now tell you why it is failing if you click
it while it is unusable, which is nice.
The spider changes are largely to make sure that their buttons are
tinted at the correct time, they were previously tinted red as if
inactive at almost all times due to the icon not being updated when
relevant conditions changed.
This necessitated adding a new signal (two actually) sent when a
do_after begins and when it ends (for any reason, including premature
interruption).
I also fixed a quirk where the Wrap ability had a permanent 'active'
outline after using it once (the icon states were inverted).
I also fixed a bug where you could just lay infinite enriched eggs after
eating one guy, which is not how the game describes it as working.
I looked up the PR adding it
(https://github.com/tgstation/tgstation/pull/54451) and one egg per kill
seems to be how it is supposed to work.
And finally I changed a few nurse spider to_chats into balloon_messages,
on the principle that they're not information which needs to stick
around for more than a few seconds.
* Refactor and improve antimagic to be more robust (#64124)
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
* Refactor and improve antimagic to be more robust
* Update tiedshoes.dm
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
* Refactors slimelink and mansus link to be a component to cut down on hard-dels / code copy+paste (#64836)
So this started out as a hard delete fix for the mansus link
Then I realized the mansus link was literally copy+pasted exactly the same code
And the reason why mansus link was hard-delling was because slime link used to hard-del and those were fixed but those fixes were never copied over
So in a fit of rage I refactored the slimelink to be a component, datum/component/mind_linker. Raw Prophets and Stargazers use it.
I'm not 100% certain on some of the methods used but it works? It works.
* Refactors slimelink and mansus link to be a component to cut down on hard-dels / code copy+paste
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
So this started out as a hard delete fix for the mansus link
Then I realized the mansus link was literally copy+pasted exactly the same code
And the reason why mansus link was hard-delling was because slime link used to hard-del and those were fixed but those fixes were never copied over
So in a fit of rage I refactored the slimelink to be a component, datum/component/mind_linker. Raw Prophets and Stargazers use it.
I'm not 100% certain on some of the methods used but it works? It works.