Files
Bubberstation/tools/UpdatePaths
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
..

UpdatePaths

How To Use:

Drag one of the scripts in the “Scripts” folder onto the .bat file “Update Paths” to open it with the .bat file (or use the Python script directly depending on your operating system). Let the script run to completion.

Use this tool before using MapMerge2 or opening the map in an map editor. This is because the map editor may discard any unknown paths not found in the /tg/station environment (or what it builds after parsing tgstation.dme).

Scriptmaking:

This tool updates paths in the game to new paths. For instance:

If you have a path labeled /obj/structure/door/airlock/science/closed/rd and wanted it to be /obj/structure/door/airlock/science/rd/closed, this tool would update it for you! This is extremely helpful if you want to be nice to people who have to resolve merge conflicts from the PRs that you make updating these areas.


How do I do it?

Simply create a .TXT file and type this on a line:

Tried and True - Part One

/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed{@OLD}

The path on the left is the old, the path on the right is the new. It is seperated by a ":" If you want to make multiple path changes in one script, simply add more changes on new lines.

Putting {@OLD} is important since otherwise, UpdatePaths will automatically discard the old variables attached to the old path. Adding {@OLD} to the right-hand side will ensure that every single variable from the old path will be applied to the new path.

You'll want to save your .TXT file with a name that is descriptive of what it does, as well as the associated PR Number to your PR. So, it would look like PRNUMBER_RD_AIRLOCK_REPATH.txt. Both of these are for book-keeping purposes, so that intent is clear to anyone who looks at the file. They can also easily reference the PR number that the script was made in to determine why it was made, and if it is still needed.


What does it look like?

Alright, so we've already made the script. So, let's say we have this example map key in the TGM Format.

Tried and True - Part Two

"a" = (
/obj/structure/door/airlock/science/closed/rd{
	dir = 4;
	name = "RD Airlock"
	},
/turf/open/floor/iron,
/area/science/rd),

Now, after you drag and drop your script onto the Update Paths.bat file, it will look like this:

"a" = (
/obj/structure/door/airlock/science/rd/closed{
	dir = 4;
	name = "RD Airlock"
	},
/turf/open/floor/iron,
/area/science/rd),

It worked! Great!


On Variable Editing

If you do not want any variable edits to carry over, you can simply skip adding the {@OLD} tag. This will make the script change the path, and discard all variables associated to the old path. So, continuing with the same example mentioned above, lets run the following script:

Discarding Old Variables

/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed

On this example map key:

"a" = (
/obj/structure/door/airlock/science/rd/closed{
	dir = 4;
	name = "RD Airlock"
	},
/turf/open/floor/iron,
/area/science/rd),

You will then result the following:

"a" = (
/obj/structure/door/airlock/science/closed/rd,
/turf/open/floor/iron,
/area/science/rd),

As expected, all variables were discarded. This is only really useful in certain edgecases, and you shouldn't do something like this trivially in case someone has lovably named a variable special since it'll just nuke it.

There are also a bunch of neat features you can use with UpdatePaths variable filtering, with it all documented here: https://github.com/tgstation/tgstation/blob/master/tools/UpdatePaths/__main__.py#L9. However, let's spin it all out for you here as well:

Deleting Entire Paths

Alright, you did a large refactor and you got rid of some shoddy paths. Great! So, let's make a script to delete that old path from all of our map files. Let's say we want to delete /mob/living/deez_nuts. We can do that by simply adding the following to our script:

/mob/living/deez_nuts : @DELETE

So, now when you have the following example map keys:

"a" = (
/turf/open/floor/carpet,
/area/meme_zone),
"b" = (
/mob/living/deez_nuts{
	goteem = 1;
	desc = "these jokes are still funny"
	},
/turf/open/floor/carpet,
/area/meme_zone),

And you run the script, you will get the following:

"a" = (
/turf/open/floor/carpet,
/area/meme_zone),

Presto, like it never existed. Note how both the "a" and "b" files were able to combine into the same dictionary key, since the "b" key was deleted entirely, and since "a" and 'b" now matched, UpdatePaths was able to just clean that up for you. It'll also update the map itself to reflect this as well. Now that is something your Search & Replace tool can't do!

Multiple Path Output

UpdatePaths has the powerful ability to output multiple paths from a single input path. Let's say that you have a snowflake turf (/turf/open/floor/iron/i_like_spawning_mobs) with some behavior that you atomize out into some spawner /obj/mob_spawner that can work on every single turf. So, let's script that out.

/turf/open/floor/iron/i_like_spawning_mobs : /obj/mob_spawner, /turf/open/floor/iron

So, now when you have the following example map keys:

"a" = (
/turf/open/floor/iron/i_like_spawning_mobs,
/area/station/kitchen),

Running the script will mutate this into:

"a" = (
/obj/mob_spawner,
/turf/open/floor/iron,
/area/station/kitchen),

Remember that this is a kind of silly example, but this is one of the things that UpdatePaths was built to do- help coders fix shitty code without having to bug out over how maps don't compile.

Subtype Handling

This is one of UpdatePaths' more recent features. It allows you to specify a generic base path that you've done a major refactor on, and then easily specify the gamut of subtypes you want to swap it to. Let's say you have a /obj/item/weapon/big_chungus base path that you want to refactor to /obj/item/big_chungus. However, you also have subtypes like /obj/item/weapon/big_chungus/funny, /obj/item/weapon/big_chungus/really_large, etc. You can do that by simply adding the following to your script:

/obj/item/weapon/big_chungus/@SUBTYPES : /obj/item/big_chungus/@SUBTYPES{@OLD}

So, let's assume we have the following map file:

"a" = (
/obj/item/weapon/big_chungus,
/obj/item/weapon/big_chungus/funny{
	name = "funny big chungus"
	},
/obj/item/weapon/big_chungus/really_large{
	name = "really large big chungus"
	},
/turf/open/floor/iron,
/area/station/maintainence/fore/greater),

Running the script will update this into:

"a" = (
/obj/item/big_chungus,
/obj/item/big_chungus/funny{
	name = "funny big chungus"
	},
/obj/item/big_chungus/really_large{
	name = "really large big chungus"
	},
/turf/open/floor/iron,
/area/station/maintainence/fore/greater),

Note how since you kept in {@OLD}, it was able to retain the re-named variables of the subtypes.

Old Path Variable Filtering

Alright, there's a few subsections here. This is how you are able to filter out old paths to ensure you target something precise. Let's just go through them one by one.

Property Filtration (feat. @SKIP)

Method: Open Mind To All Possibilities

Alright, you saw something cool in a map that you wanted to expand upon codeside. So, you make the new path /mob/living/basic/mouse/tom with all sorts of nice behavior. However, you don't want to just replace all of the old /mob/living/basic/mouse paths with the new one, you want to only replace the ones that have a name variable of "Tom". You can do that by simply adding the following to your script:

/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD;name=@SKIP}

In this test example, you already set the name of the Mob to "Tom", so you don't need to worry about that, so first you'll insert @OLD, because you want to retain all the other variables, and then add @SKIP in order to skip adding that variable to the new path. Its important that '@OLD' goes before '@SKIP', otherwise the script won't see the variables to skip and will just keep all of them anyway. So, let's assume we have the following map file:

"a" = (
/mob/living/basic/mouse{
	name = "Tom";
	desc = "A mouse named Tom";
	pixel_x = 12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = -12
	},
/turf/open/floor/iron,
/area/station/prison),

Running the script will update this into:

"a" = (
/mob/living/basic/mouse/tom{
	desc = "A mouse named Tom";
	pixel_x = 12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = -12
	},
/turf/open/floor/iron,
/area/station/prison),

Notice how since you @SKIP'd the name, it doesn't need to re-apply itself, and since you added (the global) @OLD, it was able to keep the desc and pixel_x variable. Also, cute little mouse named Tina goes unfazed through this change.


Method: I Don't Care About Soulful Var-Edits

That's cool, but let's say you have this same example, but let's say that you don't want to carry over the desc variable either (because you did that code-side). In fact, you don't want to carry over any variables beyond the pixel_x. You can choose to only copy over one variable with the following script entry:

/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{pixel_x = @OLD}

The following is also supported, but it's not recommended since it's harder to read because it doesn't really mesh with the TGM format:

/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD:pixel_x}

So, let's assume we have the following map file:

"a" = (
/mob/living/basic/mouse{
	name = "Tom";
	desc = "A mouse named Tom";
	pixel_x = -12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = 12
	},
/turf/open/floor/iron,
/area/station/prison),

You would then get the following output:

"a" = (
/mob/living/basic/mouse/tom{
	pixel_x = -12
	},
/mob/living/basic/mouse{
	name = "Tina";
	pixel_x = 12
	},
/turf/open/floor/iron,
/area/station/prison),

As you would have wished, only the pixel_x variable copied through. This is pretty constraining and might not match up to certain needs of the repository (or other repositories), so recommend using the first example when possible.

Method: Keep All The Soul!

Okay, let's say that you want to change all instances of /obj/structure/sink that have dir=2 to dir=1 for a laugh. However, there's an issue. You see, 2 is SOUTH in DM directions, (1 is NORTH), and code-side, /obj/structure/sink has dir = 2 by default and doesn't show up in the map editor. You would have to do something like this:

/obj/structure/sink{@UNSET} : /obj/structure/sink{dir=1}

@UNSET will only apply to the change to paths that do not have any variable edits. So, let's assume we have the following map file:

"a" = (
/obj/structure/sink,
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
	dir = 8
	name = "Money Hole"
	},
/turf/open/floor/iron,
/area/station/bathroom),

You would then get the following output:

"a" = (
/obj/structure/sink{
	dir = 1
	},
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
	dir = 8
	name = "Money Hole"
	},
/turf/open/floor/iron,
/area/station/bathroom),

Note how we keep the "Money Hole" intact, while still managing to extrapolate the dir variable to 1 on the sink that had absolutely no variables set on it. This is useful for when you want to change a variable that is not shown in the map editor, but you want to keep the rest of the variables intact.

Methods: Any Value Fits All and Naming Conventions

But what if you just want to rename the variable maxHealth to good_boy_points for all instances of /mob/living/github_user? Using the @ANY parameter after a variable name, you can capture any instance that has it edited in a map. While, to set the value of the newly named good_boy_points to that of the old maxHealth, we can use @OLD:maxHealth, put after the name of the new variable to achieve that. The result'll be something like this:

/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{good_boy_points=@OLD:maxHealth}

Though, If you read about the previous methods, you'd know that without the @OLD parameter (the one without colon), every other variable edit will also be discarded, so it's important to add that BEFORE any other parament, as well as maxHealth=@SKIP following that since we're renaming that variable. So, take two:

/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{@OLD; maxHealth=@SKIP; good_boy_points=@OLD:maxHealth}

Perfect, so now let's assume the following map:

"a" = (
/mob/living/basic/mouse{
	maxHealth = 15
	},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
	name = "ShizCalev";
	desc= "Has more good boy points than a megafauna has health.";
	maxHealth = 2083
	},
/turf/open/floor/iron,
/area/github),

You would then get the following output:

"a" = (
/mob/living/basic/mouse{
	maxHealth = 15
	},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
	name = "ShizCalev";
	desc= "Has more good boy points than a megafauna has health.";
	good_boy_points = 2083
	},
/turf/open/floor/iron,
/area/github),

As an addendum, you don't have to use both @ANY and @OLD:prop_name together. I'm merely providing a single example for the both of them and their most practical usage.

Blend it all together

All of the examples provided within are not mutually exclusive! They can be mixed-and-matched in several ways (old scripts might have a few good examples of these), and the only limit here is your imagination. You can do some very powerful things with UpdatePaths, with your scripts lasting for years to come.

Why should I care?

UpdatePaths is an incredible valuable tool to the following populations:

  • Mappers who have mapping PRs that take a long time to create, and that will need to be updated as progression goes on. Having an UpdatePaths file makes it much more simple to get them to compile their map properly, and not lose paths.
  • Downstreams who have additional maps to the ones we have. You obviously can't Search & Replace fix for a whole downstream, but you can give them the ammunition (UpdatePaths script) for them to quickly and easily resolve that problem.
  • You! As you've seen, you can do a lot of clever and powerful tools that respect the TGM format, from Old Path Filtering to Multiple Path Output- and you can do it all with a simple text file! Otherwise, you would be stuck in absolute RegEx hell, and still end up missing on several potential edge cases. UpdatePaths is built on the same framework that builds the TGM format, so it's incredibly reliable in finding and replacing paths.