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
## About The Pull Request
As title says.
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fixed a bug that breaks signal handlers on an object if one of the
signal handlers doesn't return a number value.
/🆑
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## 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
Signals don't get removed on turfs when they're deleted. This fixes that
so that it is reflected in lua as well.
## Why It's Good For The Game
Lua bugfixes
## Changelog
🆑
fix: Fixed lua scripts breaking when turfs with registered signals get
deleted.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
## About The Pull Request
Signals don't get removed on turfs when they're deleted. This fixes that
so that it is reflected in lua as well.
## Why It's Good For The Game
Lua bugfixes
## Changelog
🆑
fix: Fixed lua scripts breaking when turfs with registered signals get
deleted.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Cleans up the SS13_base lua file and adds a new lua file for easily handling multiple signals on different objects. (#82458)
## About The Pull Request
Cleaned up the SS13.register_signal and SS13.unregister_signal, removing
the weird list shifting.
Also adds a new lua file that can be included for the use of registering
different signals on various datums and being able to clear them all in
1 function.
Removed the make_easy_clear_function option when registering a signal
via lua because I don't think it's used by anyone and it lacks any sort
of versatility. Users can just create their own function for clearing
signals from a datum.
Also updates the documentation for HARDDELETES.md as
COMSIG_PARENT_QDELETING was renamed to COMSIG_QDELETING
## Why It's Good For The Game
New handler file makes registering signals in batches a lot easier if
you want to clear them in one go without clearing unrelated callbacks on
the same datum. The list shifting in SS13.register_signal had pretty
significant performance problems, so removing that will make registering
and unregistering signals faster.
## Changelog
🆑
admin: LUA - Adds a new library called handler_group. Include it in your
files by doing require('handler_group')
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Fixes SS13.register_signal throwing unclear errors when called on deleted datums (#82597)
## About The Pull Request
See title
## Why It's Good For The Game
More descriptive error message
## Changelog
🆑
fix: LUA: Registering a signal on a deleted datum will throw a more
descriptive error message.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
See title
## Why It's Good For The Game
More descriptive error message
## Changelog
🆑
fix: LUA: Registering a signal on a deleted datum will throw a more
descriptive error message.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Cleaned up the SS13.register_signal and SS13.unregister_signal, removing
the weird list shifting.
Also adds a new lua file that can be included for the use of registering
different signals on various datums and being able to clear them all in
1 function.
Removed the make_easy_clear_function option when registering a signal
via lua because I don't think it's used by anyone and it lacks any sort
of versatility. Users can just create their own function for clearing
signals from a datum.
Also updates the documentation for HARDDELETES.md as
COMSIG_PARENT_QDELETING was renamed to COMSIG_QDELETING
## Why It's Good For The Game
New handler file makes registering signals in batches a lot easier if
you want to clear them in one go without clearing unrelated callbacks on
the same datum. The list shifting in SS13.register_signal had pretty
significant performance problems, so removing that will make registering
and unregistering signals faster.
## Changelog
🆑
admin: LUA - Adds a new library called handler_group. Include it in your
files by doing require('handler_group')
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Moves lua off of the timer subsystem and onto its own internal scheduler. (#82131)
## About The Pull Request
Lua uses the timer subsystem, which can end up holding the entire timer
subsystem if lua is creating a lot of timers.
The solution to this is to use an internal scheduler instead so that the
load gets placed onto the lua subsystem.
## Why It's Good For The Game
Performance improvement when using lua scripts.
## Changelog
🆑
refactor: Auxlua no longer uses the timer subsystem to get stuff done,
lua scripts shouldn't slow down timers anymore.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Moves lua off of the timer subsystem and onto its own internal scheduler.
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
## About The Pull Request
Lua uses the timer subsystem, which can end up holding the entire timer
subsystem if lua is creating a lot of timers.
The solution to this is to use an internal scheduler instead so that the
load gets placed onto the lua subsystem.
## Why It's Good For The Game
Performance improvement when using lua scripts.
## Changelog
🆑
refactor: Auxlua no longer uses the timer subsystem to get stuff done,
lua scripts shouldn't slow down timers anymore.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>