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516 compatibility PR 2: the revenge of Node.js #37501
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516 compatibility PR 2: the revenge of Node.js #37501
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So I've managed to fix TGUI compile, but now my interfaces throw an error/exception. I'll have to think about one way to solve this, but this is better than nothing, I suppose. |
Units tests are failing because of |
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This should be good to go now. |
.vscode/tasks.json
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{ | ||
"type": "shell", | ||
"command": "bin/tgui-build", | ||
"command": "bin/tgui-build RUST_BACKTRACK=full", |
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To fix before merge
__DEFINES/qdel.dm
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#define QDEL_LIST_ASSOC_CUT(L) QDEL_LIST_ASSOC(L); L.Cut() | ||
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// QDEL macros borrowed from TG | ||
#define QDELETED(X) (!X || !X || X.gcDestroyed) |
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To fix this is wrong
…ers#37501)" This reverts commit 875eca8.
This time with proper installation of TGUI & all that crap.
What this does
This makes the server compilable and playable in BYOND 516. This is a work in progress PR.
/vector
now-native type into a custom subtype to maintain all our featuresdark_plane
for people who wear night vision googles, for grues, and for spiders. The effect isn't directly noticeable.Why it's good
516 liberates us from IE, is faster overall, is a more modern version of BYOND with more features, and has considerable rendering improvments. As a full disclosure I initially wanted to do this to test if Euro/vg/Lights were doable in this iteration of BYOND. They are, but they will be (if ever) the subject of a later PR.
How it was tested
Local test server compilation, some fiddling around with gameplay, test of TG/Nano/Raw HTML interfaces.
Nota Bene
This change would require all clients to migrate to 516 at the same time we migrate to 516 server-side ; the
overdark
changes would make the game unplayable on a non-515 client.Changelog
🆑