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[MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) #66726
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beep beep passing through
…h' of https://github.com/Jolly-66/tgstation into DidYouKnowThatMergingIceBoxIntoOneFileBrokeMyLocalBranch
👎 I thought this was a chef update that added new cake sprites and flavours |
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Imaginos said the sprites looked good on the older version of this PR, reduces RSC bloat since we don't have 100+ icons in the same DMI, I would have done this change myself, etc. etc.
There's an update paths, and everything compiles. This will conflict literally every mapping PR currently being made, but it's simple enough to fix when people go into tools/UpdatePaths
and drag and drop the file you introduced in this PR (turf_updates.txt
) and have that automatically work it's way through.
The older PR was up for about a week before it was catastrophically rendered useless, so I'll merge this post the 24-hour mark when I am able (and hopefully it doesn't hugely conflict with anything else that could get merged in this timespan). I've been withholding some of my wanted area changes in anticipation for this PR, and it'll be nice to see it finally come into effect.
Thank you for your work doing this: I know that it certainly could not have been an easy task.
None of your changelog is relevant to players, so you don't need it |
…DidYouKnowThatMergingIceBoxIntoOneFileBrokeMyLocalBranch
FYI: If this PR caused merge conflicts, I wrote a short guide on using UpdatePaths to fix them: https://hackmd.io/koZLICNhTBa9mhb7Ts_wqg#UpdatePaths-And-You- (Although maybe a simple merge-to-master will rectify it since you can only have one Area per map key? Might as well link it just in case.) |
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726) 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. * fixbatch 1 * fug Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
* Merge Conflict Markers - The Explicit Pathing, Layering, Iconing, Warning. (#68039) * Merge Conflict Markers - The Explicit Pathing Hey there, This PR corrects an issue I've been having with mapmerge2 these last few months. Basically, what it does is create a base `/obj` that is given the name `---Merge Conflict Marker---`. This is fine and all, but the problem is that the base `/obj` is set to a certain plane. This does mean that sometimes, this VERY IMPORTANT marker is covered up by rocks or other objects. So, this seeks to get rid of that potential flaw, as well as do some other things. Sometimes, when objects are rendered via GAGS or other code-means, they tend to have the same default Purple/White Sprite that any object without a valid icon_state has. This has caused me some confusion, so I have decided to create a new icon for conflict markers. This icon was designed to be as ugly as possible, while creating as much contrast as possible with the background by incorporating several colors into its design. I hope you find merge conflicts as unpleasant as I do. I also updated mapmerge2 to have it so you can set the specified path of the object, as well as a small comment on the warnings if you do not heed it. I'm keeping the fact that mapmerge2 adds a name to the object just in case someone else really needs that. I also updated the linters to check for this path as well (even though the name and description should suffice for linting), and it should all be gravy from here. * Adds further contrast to the DMI. * Splits the merge conflict marker into a generic /obj I also added a thing where if it didn't get caught by linters and it showed up on Initalize, it would error to mapping logs, spit out an error in world, and do all sorts of stuff to remind you. * python new line * forgot to add a tab * Merge Conflict Markers Proper Variable Addition (#68536) Hey there, I fucked up. I used a comma when I should have used a semicolon. I think I did change it back after a test case but I probably forgot to save, skull emoji. Should be all good now. * Fixes 968 Active Turfs on MultiZ-Debug (and more) (#66941) * Port tgstation/tgstation#66726 Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com> * Ports tgstation/tgstation#66726 Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com> * Fixes Duplicate Icon Naming in Areas_Station.dmi (#66748) FUCK. Anyways, I just renamed everything (wrote it out) so it wouldn't happen like this again. I left the ones with two-letter abbreviations intact, but I think one-letter things are silly since they lead to stuff like this. * Ports tgstation/tgstation#67324 Co-authored-by: san7890 <the@san7890.com> * Manual changelog generation * regex go brr * Re-forces lighting on testroom * GOD I LOVE STRING PATHS * The update scripts suck. * right fuck we did add an area * I hate heretic * slow my roll I could do a lot of good if I just slowed down and did this methodically like, idk, reading the massive list of converted area paths * Omnifile as requested --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
## About The Pull Request #66726 deleted the icon state for the party alarm overlay, I've re-added it. Concerns were brought up on discord about the speed in which the colors changed being a potential seizure risk so I've slowed down the speed of the animation. ## Why It's Good For The Game Without a working party alarm the game is unplayable. ## Changelog :cl: fix: The party alarm now works again! /:cl:
## About The Pull Request tgstation#66726 deleted the icon state for the party alarm overlay, I've re-added it. Concerns were brought up on discord about the speed in which the colors changed being a potential seizure risk so I've slowed down the speed of the animation. ## Why It's Good For The Game Without a working party alarm the game is unplayable. ## Changelog :cl: fix: The party alarm now works again! /:cl:
About The Pull Request
Remake of #66406 because a merge got fucked up and I didn't know how to rectify it.
Why It's Good For The Game
This PR is mostly coder facing, but any bugs that arise will be player facing.
All this does is slice areas.dmi into multiple, smaller files. This makes navigating area turfs much more friendly and easy, instead of combing the behemoth that was 400 icons. This also cleans up the object tree (yay!) so mappers can now view the /turf/ tree without a billion things bombarding them.
Changelog
Not needed, per SuperNovas comment.