* Admin Verb Datums MkIII | Now with functional command bar (#82511)
* Modular stuffs
* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)
## About The Pull Request
See title.
## Why It's Good For The Game
Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again
* Hey what if admins were allowed to use the player panel (#82682)
Re-adds the player panel verb to the verb panel.
* Controller Overview UI (#82739)
* Fixes a minor spelling mistake on the admin panel/verb list (#82747)
## About The Pull Request
Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned
## Why It's Good For The Game
-1 spelling mistake
## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑
* Player Panel-age (#82757)
* Admin Forced Mob Rename and Preference Update (#82715)
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Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro (#79935)
## About The Pull Request
Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`
This makes so the funny comment isn't necessary.
It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro
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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init] (#74453)
Quoting the comment:
This one is incredible.
`if (x) else { /* code */ }` is surprisingly fast, and it's faster than
a switch, which is seemingly not a jump table.
From what I can tell, a switch case checks every single branch
individually, although sane, is slow in a hot proc like this.
So, we make the most common `blocks_emissive` value,
EMISSIVE_BLOCK_GENERIC, 0, getting to the fast else branch quickly.
If it fails, then we can check over every value it can be (here,
EMISSIVE_BLOCK_UNIQUE is the only one that matters).
This saves several hundred milliseconds of init time.
* Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init]
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this
Shouldn't break anything, stops warning spam, logs errors qdel style at the end of the game.
Initialize now expects a hint to be returned, one of:
INITIALIZE_HINT_NORMAL - Does nothing, returned by the root proc
INITIALIZE_HINT_LATELOAD - Call atom/proc/LateInitialize
INITIALIZE_HINT_QDEL - Calls qdel on the atom
LateInitialize currently defaults to the old re-calling behavior so there should be no issues with that.
Things that didn't return a hint or fucked up somehow will be logged less loudly than they were before
No more world start warnings!