About The Pull Request
Adds extools-powered reference tracking. Includes a couple procs that retrieve the back and forward references of a datum - Back references let you see what is referencing your object and potentially preventing it from garbage collecting, and forward ones show you what your object in turn references. Also made a cool GUI to inspect and follow these references.
The tracking adds some overhead to all variable sets and list operations. Init time is increased by ~15%. I haven't actually benched it so it might impact the actual game less.
Why It's Good For The Game
no lagging caused by hard dels scanning the entire planet (once coders fix them)
* demos (ported from yogstation)
rustg update + write with no format
use external hook for logging
use proper log vars
fix + clarifying comment
don't start the log
release build of rust-g
fix something caught by the lint
Update code/__DEFINES/subsystems.dm
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
moves hooks out of a dedicated file
len = 0 to Cut(), remove semicolons
untyped loop
* updated rust_g
* 513 updates
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.
InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.
As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
* Makes raw HTML and browser datum popups UTF-8 aware
Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"
* Fixed new_player.dm
* Fucking filing cabinets
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
About The Pull Request
As mentioned in codebus with the recent patch for circuits being able to produce any item (see BeeStation/BeeStation-Hornet#345), people often make a mistake in attempting to check if a collection does not contain an element. The proper execution of such a check, following the attempted formatting, would be...
!(x in y)
But instead we have lots of
!x in y
In other words, 1 or 0 in collection y, not good!
Why It's Good For The Game
Fixes a lot of bugs that likely nobody has ever noticed, probably introduces features that were intended but incorrectly coded. I have attempted to summarize what are probably the effects of this change below. I've moved interesting fixes to the top of this list.
Dynamic mode ruleset should no longer ignore player preferences when selecting antagonist candidates.
Pet carriers should now properly cancel callbacks for a mob escaping the carrier if they are no longer an occupant of it.
Eightballs should now prevent ghosts from voting on answers that are not expected by the eightball.
Modifying variables in view variables should now prevent you from adding a non-existent variable to a datum.
The Herald's Beacon should no longer attempt to remove a non-existent voter from its list of users who need to vote. (Likely prevents a runtime)
Changelog
cl bobbahbrown
fix: Dynamic mode ruleset will now respect your player preferences when selecting antag candidates
code: Fixed 9 instances of incorrect not-in-list expressions.
/cl
About The Pull Request
Adds cancel buttons to input boxes that didn't have them before.
Why It's Good For The Game
Good UX.
Changelog
cl
add: More cancel buttons.
/cl
About The Pull Request
The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game
Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog
cl
add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl