## About The Pull Request
So, some admin verbs/tools that used tguis, i.e edit/debug planes, were
available to admins with +DEBUG... but the ui_state used
`GLOB.admin_state`, which checks for +ADMIN - meaning that if they
_only_ had +DEBUG, they would have the verb... but it would do nothing
when they used it.
I've refactored `GLOB.admin_state`, `GLOB.debug_state`, and
`GLOB.fun_state` into a merged `/datum/ui_state/admin_state`, with a var
for which specific permissions are being checked for.
You now use the `ADMIN_STATE(perms)` macro to get the UI state for those
specific perms, i.e `admin_state(R_ADMIN)` or `admin_state(R_DEBUG)`,
and the resulting UI state will check for _those specific perms_.
These are initialized and cached in `GLOB.admin_states` (which should
never be directly accessed).
So, I've went thru every single usage of `GLOB.admin_state`,
`GLOB.fun_state`, and `GLOB.debug_state`, and made them all use
`ADMIN_STATE()` with the actual permission flags needed to use said UI
in the first place.
## Why It's Good For The Game
Kinda dumb for specific admin permissions to be granted verbs that don't
let them use it anyways.
## Changelog
🆑
admin: Certain UI-based tools (plane debugger, filter editor, etc) that
were given to admins with only +VAREDIT or +DEBUG, but refused to open
without +ADMIN, now actually work for admins that have the needed
permission.
/🆑
## About The Pull Request
this adds a new define, `DISABLE_DREAMLUAU` (commented out by default),
which does... exactly what it says on the tin. it fully disables any
dreamluau-related code (the "Open Lua Editor" admin verb is left in,
albeit just giving the user a warning saying Lua is disabled, just so
there's no confusion about the verb itself being missing)
when compiling with OpenDream outside of CI (so dreamluau code will
still be linted), `DISABLE_DREAMLUAU` will be defined by default, tho.
## Why It's Good For The Game
makes OpenDream testing easier
## Changelog
no user-facing changes. or even code changes for most cases.
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
## About The Pull Request
A couple of fixes/updates watermelon asked for. Of particular note is
the ability to suppress logging runtimes that the state was involved in
causing.
## Why It's Good For The Game
There were a few formatting issues caused by converting the UI to React
Typescript. As for suppressing runtime logging, sometimes the runtimes
being logged aren't important to the lua code being run, so it would
make sense to toggle whether such runtimes should be saved to a state's
log.
## Changelog
🆑
admin: The layout of the lua editor has been tweaked slightly.
admin: In the lua editor, you can now toggle whether to log runtimes the
viewed state is involved in.
/🆑
## About The Pull Request
Ever since byondapi went stable, I've been meaning to create a
replacement lua library that uses it instead of the auxtools-based
auxlua. After so many months, I've finally got the code just about into
a position where it's ready for a PR.
[Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a
guide to rewriting auxlua scripts for dreamluau syntax.
## Why It's Good For The Game
Code that runs on production servers should not depend on memory hacks
that are liable to break any time Dream Daemon updates.
## Changelog
🆑
admin: Admin lua scripting uses a new library that (probably) will not
break when BYOND updates.
/🆑
## TODO:
- [x] Convert the lua editor ui to TS
- [x] Include a guide for converting scripts from auxlua syntax to
dreamluau syntax
## About The Pull Request
My lua scripts were hitting the topic byte limit, so this makes file
upload of lua scripts able to bypass the topic limit.
## Why It's Good For The Game
Removes arbitrary restriction on how big a lua file can be in bytes.
## Changelog
🆑
admin: Admins can now run lua files bigger than 36 KB by importing them
directly.
/🆑
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?
## Why It's Good For The Game
Cleans up some vestigial code
## Changelog
EDIT: Not player-facing.
## About The Pull Request
`SS13.get_runner_client()` and `SS13.get_runner_ckey` will return the
client and the ckey respectively of the user who ran the lua script. Can
be unreliable after the first sleep or yield.
The SS13 module can now be made local as the tables that need to be
accessed globally have been moved to their own global variables.
Added `SS13.start_loop(time, amount, func)`, `SS13.end_loop(id)`,
`SS13.stop_all_loops()` that allow lua scripts to more easily make
loops. Removed the `timer` parameter from these functions, which
specified the timer subsystem to use.
Documentation on all new added functions have been added in the
lua/README.md
## Why It's Good For The Game
Getting the client who ran the script and the ckey that ran the script
is useful for self contained scripts that are looking for an entrypoint
(e.g. location to spawn some item/mob/structure). `dm.usr` is a special
variable used for other purposes and can be unreliable when used this
way even if there haven't been any sleeps or yields yet, so having a
dedicated variable and function to handle it makes things easier.
Being able to make the SS13 module local allows for more self-contained
scripts. Although this isn't super helpful because `require` will still
load the same object for all lua scripts loaded on the same state.
Basic looping helpers allow for lua scripts to more easily create loops
without needing to recursively do a `set_timeout` or to do a
`while(true) do SS13.wait(1) end` loop.
## Changelog
🆑
admin: Added SS13.get_runner_ckey() and SS13.get_runner_client() which
stores the ckey and returns the client of the user who ran the lua
script. Can be unreliable if accessed after sleeping.
admin: Added timer loop helpers to the SS13.lua module, check the docs
admin: The SS13.lua module can now be made local without causing any
errors.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
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>
* Moves spawners and decals to a different init/delete scheme
Rather then fully creating and then immediately deleting these things,
we instead do the bare minimum.
This is faster, if in theory more fragile. We should be safe since any
errors should be caught in compile since this is very close to a
"static" action. It does mean these atoms cannot use signals, etc.
* Potentially saves init time, mostly cleans up a silly pattern
We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't
block a space reservation, but this by nature consumes up to the
threshold and a bit more of whatever working block we were in.
This is silly. Should just be a subsystem, so I made it one, with
support for awaiting its finish if you want to
* Optimizes garbage/proc/Queue slightly
Queue takes about 1.6 seconds to process 26k items right now.
The MASSIVE majority of this time is spent on using \ref
This is because \ref returns a string, and that string requires being
inserted into the global cache of strings we store
What I'm doing is caching the result of ANY \ref on the datum it's
applied to. This ensures previous uses will never decay from the string
tree.
This saves about 0.2 seconds of init
* preparations for self-referential list conversion
* additional changes for the auxlua 1.1.1 update
* fixed a type in `SS13.await`
* bumps auxlua to 1.2.0
* bumps auxlua to 1.2.1
Atomized from #68816, with a little addition. Fixes some dumb formatting issues with the lua editor, adds a "jump to bottom" button when viewing the state log, and paginates the state logs.
This PR fixes this issue by making sure every proc called in the stack of /proc/wrap_lua_print which could sleep is called using INVOKE_ASYNC, and to prevent such problems in the future, marks all the wrappers as SHOULD_NOT_SLEEP(TRUE). I also figured out how to fix the dumb overflowing problem of the lua editor ui.
Due to lag concerns regarding lua states with a large number of global variables (including fields within global tables), I have made it so the global table and state log are hidden by default - they can be shown using a toggle button in the editor ui.