OpenDream can detect BYONDisms that BYOND or SpacemanDMM miss. This PR fixes all of the issues it found in TG. Each change is explained in code comments below.
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
IDK I haven't tested it as I'm committing it so if you see this commit in the PR then it works but if you don't then it didn't work. Funny how that is.
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)
* FINALLY IT IS DONE FUCK
* tip of the round into ooc
* adds cyopod chat messages to the info chat filter
* last one I promise probably, mob spawner messages to info filter
* holoparasite, round will start in x and keybinding conflict to respective filters
* removed motd from constants, made it infoplain surrounded instead
* changed info to infoplain
This PR fixes issues with the chameleon jumpsuit and sneakers. In addition to that, it properly defines setting for GAGS worn and inhand icons instead of having them be in Initialize() for specific item types. Names for the prisoner jumpsuits and wheelys have also been reverted to how they were before the GAGS PR.
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
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>
NO_BREATH and NO_FIRE are added to Mafia/Highlander players and
plasmaman there won't be turned into Humans.
Also shifts Ashwalkers above Ethereals and under Lizards in human.dm
just too keep it in a pretty order.
- Backtick-escape code samples which contain `[]` syntax.
- Fix all crosslinks to nonexistent symbols.
- Somewhat improve docs for qdel defines, research defines, dynamic mode, and others.
- Remove unused bloodcrawling defines.
Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR.
New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version.
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more
* no brainer!
* hilarious indentation error
* thank you!!
Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
* fixes
* armhulen07/23/2020 someone mute me from this channel i'm going to give all of my organs to Bulgaria if i keep finding these dark truths
Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
* new roles
* Madness rename
* hop judgement override
* hop vote fixed, travis happy
* hop fixed
* Update code/modules/mafia/_defines.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
* highly experimental random setup system
* hop cannot reveal before any voting is possible, lmao
* this shit actually works lmfao
* removes forced_setup, nightmare detection immune
* whoop
* removes setups!
* OK, finally kind of done with all this minus the incoming reviews
* adds hop's ability to their text, removes old var
* bundle?
* Update tgui.bundle.js
* role fixes (roleblock not working on a few)
* eep
* fuck
* potato's review
* Update tgui.bundle.js
* ffff
* bundle
* rohesie's review
* eureka
* updates doc, removes debug stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
* pre-removal of mafia_game_signups
* redoes the whole joining system, start of the role popup datum
* MAPMERGE 💪
* bundle fix + working on a fix
* even more testing
* lobby working, fail text, comments out 2>3 player test setup
* mapmerge
* uhhh maybe?
* updates mafia controls panel
* megafix + megafeature pack
* lint, small fix bundle. should compile after this
* bye test setup
* big changes, no revs yet though
* godmode, why not
* bundle frick off man
* SORRY
* doesn't send rev messages and mafia messages if they don't exist
* removes revs, improves tgui by a shit ton
* mostly mafia panel stuff
* maps + improvements
* disables this map because bugs
* bundle, take that
* Apply suggestions from stylemistake code review
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* 1/2 review
* bad maps gone
* goodbye game ID
* e
* finally done
* voila
* don't forget bundle!
* e
* last commit before i irrevocably BOUNDS myself to death
* Rebuild tgui
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>