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Update_Appearance Port #2170
Update_Appearance Port #2170
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-still some bugs but let's get to the vsc mass-replace before fully working it through
ignore the world_icon stuff in the first commit, I ended up deciding to pr it separately once this gets in |
Jesus christ how horrifying |
-IT"S GOOD FOR YOU DON'T FIGHT IT
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Test merged in round(s) |
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im not reviewing this broski
i do not have the means to ship something in the github channel. good thing github has a ship react as well |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
huh??? |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
signing off on this. you have suffered enough |
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> [(original pr)](tgstation/tgstation#55468) After nine years in development we hope it was worth the wait I ported this specifically for the signals I'll need for world icons. However, it had a lot of other useful stuff, so I ended up just grabbing (almost) the entire pr. I tried to grab as few of the superfluous code rewrites as possible to make reviewing a bit easier, but I couldn't help grab stuff like the APC icon code rewrite(the original code was a war crime). <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> - ports the wrapper proc `update_appearance` for icons, descs, and names, adds `update_desc` and `update_name` subprocs to handle those. Things. without just stuffing them into update_icons like some kind of psychopath - ports a bunch of signal hooks useful for changing names, descriptions, and icons. I needed these for world_icons which is where this wild ride all started - ports some `base_icon_state` implementation. Stuff like spear code makes slightly less duplicates(and more sense) now which is nice. We could definitely implement it more I think but that's a future me problem - 500 files of immersive vsc-mass-editing action to implement `update_appearance()`(sorry in advance, but not as sorry as I was when manually copy-pasting the custom ones for like 3 straight days) -"consig" and "comisg" have been taken out behind the codebase and shot. Not 'technically' a bug it just made my head hurt -My first pr with 0 player facing changes (confetti) <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> :cl: TemporalOroboros, Memed Hams code: ports update_appearance, update_name, and update_desc from tg, as well as associated signals code: a bit of base_icon_state implementation. Can you believe it's been sitting in our code almost unused for like 3 years code: cleans up some code formatting, mainly around custom icons and overlays code: fixes the typos in COMSIG_STORAGE_EXITED and COMSIG_STORAGE_ENTERED /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
About The Pull Request
(original pr)
After nine years in development we hope it was worth the wait
I ported this specifically for the signals I'll need for world icons. However, it had a lot of other useful stuff, so I ended up just grabbing (almost) the entire pr.
I tried to grab as few of the superfluous code rewrites as possible to make reviewing a bit easier, but I couldn't help grab stuff like the APC icon code rewrite(the original code was a war crime).
Why It's Good For The Game
ports the wrapper proc
update_appearance
for icons, descs, and names, addsupdate_desc
andupdate_name
subprocs to handle those. Things. without just stuffing them into update_icons like some kind of psychopathports a bunch of signal hooks useful for changing names, descriptions, and icons. I needed these for world_icons which is where this wild ride all started
ports some
base_icon_state
implementation. Stuff like spear code makes slightly less duplicates(and more sense) now which is nice.We could definitely implement it more I think but that's a future me problem
500 files of immersive vsc-mass-editing action to implement
update_appearance()
(sorry in advance, but not as sorry as I was when manually copy-pasting the custom ones for like 3 straight days)-"consig" and "comisg" have been taken out behind the codebase and shot. Not 'technically' a bug it just made my head hurt
-My first pr with 0 player facing changes (confetti)
Changelog
🆑 TemporalOroboros, Memed Hams
code: ports update_appearance, update_name, and update_desc from tg, as well as associated signals
code: a bit of base_icon_state implementation. Can you believe it's been sitting in our code almost unused for like 3 years
code: cleans up some code formatting, mainly around custom icons and overlays
code: fixes the typos in COMSIG_STORAGE_EXITED and COMSIG_STORAGE_ENTERED
/:cl: