Difference between revisions of "Github Glossary"
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''' Origin - '''
''' Origin - '''
Typically another name for your [[
Typically another name for your [[#Remote|Remote repo]]
''' Runtime - '''
''' Runtime - '''
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''' PR - '''
''' PR - '''
Short for [[
Short for [[#Pull_Request|Pull Request]]
''' Map merge - '''
''' Map merge - '''
Revision as of 08:11, 19 July 2022
Coding and Github Definitions
Pull Request - A request to the Paradise Github Repository for certain changes to be made to the code of the game. This includes maps and sprites too.
Commit - A record of files changed and how they were changed, they are each assigned a special ID called a hash that specifies the changes it makes.
Pushing code - Pushing is how you transfer commits from your repository to the Upstream repo
Pulling code - Pulling is transferring commits from the main repo to your remote repo, or from your remote repository to your local repository.
Repo - Short for repository
Repository - A repository is a collection of code, which tracks the commits and changes to it. There are three main types you will find the upstream repository, your remote repository, and your local repository.
Upstream - The original repo that you have forked your remote repository from. For us, it is ParadiseSS13/Paradise
Remote - Your forked copy of the upstream repo that you have complete access over, your clean copy of master and any published branches you've made can be found here.
Local - Your copy of your remote repository on your local machine or computer, commits need to be published to your remote repo before they can be pushed to the Upstream Repo for a pull request.
Publish - Uploading your code from your local machine
Origin - Typically another name for your Remote repo
Runtime - Runtimes most often refer to Runtime errors, which are errors that happen after compiling and happen in game.
Merge Master - The process of merging master into your PR's branch, often to update it. More information can be found in Guide to Troubleshooting
WYCI - A response to someone asking when something will be added to the game, stands for "When you code it", often as a joke.
VSC - Short for VSCode
PR - Short for Pull Request
Map merge - Tools that automatically attempt to merge maps when merging master or committing. Map Merge is a work in progress and may require manual editing too.
Icondiffbot - A tool on GitHub that renders before and after images of BYOND icons. It can be viewed on any PR by scrolling down to the checks section and clicking details next to it.
Mapdiffbot - A tool on GitHub that renders before and after images of BYOND maps. It can be viewed on any PR by scrolling down to the checks section and clicking details next to it.
Basic SS13 Definitions
StrongDMM - A robust mapping tool that is highly recommended over BYOND's DMM editor, as it is much quicker and has much more options. Using any version below 2.0 makes your PR very unlikely to be accepted as it messes with variables.
View Variables - An admin tool that can be used in game to view the variables of anything, giving you more information about them. Very useful for debugging.
Fastmos - Fast atmos, usually featuring explosive decomposition and lots of in game death, we do not have this currently on Paradise.
Atmos - The atmospherics system in SS13, which is very often old and confusing and/or broken code.
Config - The config.toml file for changing things about your local server. You will need to copy this from the config/example folder if you haven't already.
.DMM - Dream maker maps or DMM files is how BYOND stores maps, these can be edited with BYOND's tools or something like StrongDMM
.DMI - Dream maker images or DMI files is how BYOND stores images (also known as icons), these can be edited with BYOND's tools or external tools. Check out Guide_to_Spriting and specifically Guide to Spriting#External Programs
.DM - Dream maker code files, or .dm files are how BYOND stores its coding, these files must be "ticked" in the .dme file for them to be included in the game.
.DME - Dream maker environment or DME files are what BYOND uses to compile the game. It is a list of all .dm files used in the game, if you add a new file you will need to "Tick" it or add it to this file manually. More information can be found in Guide to Troubleshooting
.DMB - Dream maker build or DMB files are compiled DME files and are used with Dream Daemon to run the server.
VV - Short for View Variables
Maintainer - A no longer used title, previously used for people who made sure code is quality. They are now split up into the Balance Team, Design Team, and several other groups. Check [PR #18000 for more information.
Head admin - Head of the admin team and overseeing overall changes and the direction for the entire Paradise codebase and server. Contact them or the Balance team about large changes or balance changes before making a PR, including map additions, new roles, new antagonists, and other similar things.
Runechat - Chat appearing above peoples head, a fairly recent addition added by [#14141]. Often a joke about players now missing important things in the chat window since they no longer have to look there for reading messages from people.
Proc - Procs or Procedures is a block of code that only runs when it is called. These are similar to something like functions in python.
Verb - A special type of Proc, which is available to mobs.
Var - A variable, used for temporarily storing data. For more permanent data, check out #DEFINE
Datum - "The datum object is the ancestor of all other data types in DM. (The only exceptions are currently /world, /client, /list, and /savefile, but those will be brought into conformance soon.) That means that the variables and procedures of /datum are inherited by all other types of objects."(Byond documentation excerpt) This often used for things like spells and abilities.
Atom - "The /atom object type is the ancestor of all mappable objects in the game. The types /area, /turf, /obj, and /mob are all derived from /atom. You should not create instances of /atom directly but should use /area, /turf, /obj, and /mob for actual objects. The /atom object type exists for the purpose of defining variables or procedures that are shared by all of the other "physical" objects. These are also the only objects for which verbs may be accessible to the user.
/atom is derived from /datum, so it inherits the basic properties that are shared by all DM objects."(Byond documentation excerpt)
Area - "Areas are derived from /area. Regions on the map may be assigned to an area by painting it onto the map. Areas off the map serve as rooms that objects may enter and exit.
For each area type defined, one area object is created at runtime. So for areas on the map, all squares with the same area type belong to the same instance of the area."(Byond documentation excerpt) In SS13, this is often used for stuff like APCs, Air alarms, and atmos.
Turf - Turfs are floors, stuff like space, floors, carpets, or lava, or walls. This does not include windows, as they are objects.
Object - Objects are things you can interact with in game, including things that do not move. This includes weapons, items, machinery(Consoles and machines), and several other things.
Mob - Mobs are "mobile objects", these include players and animals. This does not include stuff like conveyors.
#DEFINE - A way of declaring variable either global(across the whole game) or in a whole file. They should always be found at the beginning of a file. Defines should always be capitalized (LIKE_THIS) and if not global should undefined at the end of a file.
Baseturf - An SS13 variable that saves the data of what is underneath if that that is removed. For example, under station floors there would be a space turf and under lavaland turfs there would be lava.
Master Controller - The Master Controller controls all subsystems of the game, such as the garbage collector.
MC - Short for Short for Master Controller
Garbage - The garbage collector handles items being deleted and allows them to clean up references, this allows objects to delete much more efficiently.
qdel() - A delete function which tells the garbage collector to handle this object. This should always be used over del().
QDEL_NULL() - A qdel function which first nulls out a variable before telling the garbage collector to handle it.