## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## About The Pull Request
De-ICs the bluespace tag, instead presenting the same information in an
OOC format.

This does not alter the actual information shown (besides a slight
change to wording for the armor-piercing/block values, though the
thresholds are the same).
P.S. I don't know if this is tagged correctly- it doesn't seem to neatly
fit any category. (When are we getting the Tweak tag back?)
## Why It's Good For The Game
The bluespace tag has sorta been an oddity since it was introduced.
While the rationale behind its addition was sound- we want players to
have information without code-diving, but not necessarily anything too
concrete- the actual stuff surrounding that information has always felt
off. Why exactly are we finding items that have lain undisturbed on
lavaland for centuries that have a bluespace tag? What magical source of
information are they drawing from? Basically, in its attempt to make OOC
information IC-relevant, it creates more plot holes than it solves, and
ultimately it does so to no real benefit. Hence, I feel it's best that
we just stop trying to present this in an IC format.
## Changelog
🆑
qol: Bluespace tags are gone. The information contained within is still
available in the same way, just in a more out-of-character format.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
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>
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.
ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.
Sometimes you want this, for instance:
```dm
/datum/element/point_of_interest/Detach(datum/target)
SSpoints_of_interest.on_poi_element_removed(target)
return ..()
```
This Detach cleans up a reference that would have hung if target was
destroyed without this being called.
However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!
I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,
---
An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
* adds examine_block class and a define for it
made some outputs in chat use examine_block
* add examine block to tip of the round
clean up some ------ and ***** seperators
added <hr> tags to divide sections
cleaned up botany plant analyzer text outputs
* bullet points for reagents
* removes <hr> from mobs examines
fixes AIs and borgs having a double "That's Default Cyborg!"
removed some \n newlines
minor code edits
* removes all <hr>
bold names in get_examine_name()
cleaned up plant analyzer output formatting
adjust colors and margins of examine_block class
remove \a from borg examine()
* remove max-width from css
* changed margin and padding units from px to em
* minor edit
Fixes a runtime issue cause by the possibility of loaded_projectile being null by changing how projectile stats are obtained on energy weapons, and adds a separate line for energy ammo types that deal stamina damage and regular damage to incorporate both damage types
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)
* Weapon Descriptions (And Also Reversion)
Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>