Generally we follow upstream's PR guidelines for code quality and such.
Importantly do not make webedits, copied verbatim from above:
Do not use GitHub's web editor to create PRs. PRs submitted through the web editor may be closed without review.
Upstream is the space-wizards/space-station-14 repository that wizden runs on.
In general anything you create from scratch (not modifying something that exists from upstream) should go in a DeltaV subfolder, _DV.
Examples:
Content.Server/_DV/Chapel/SacrificialAltarSystem.csResources/Prototypes/_DV/ai_factions.ymlResources/Audio/_DV/Items/gavel.oggResources/Textures/_DV/Icons/cri.rsiResources/Locale/en-US/_DV/shipyard/shipyard-console.ftlResources/ServerInfo/Guidebook/_DV/AlertProcedure.xmlNote that guidebooks go inServerInfo/Guidebook/_DVand notServerInfo/_DV!
Follow a few guidelines when modifying non-DeltaV files, to help us manage our project. (files that are not in _DV or Nyano folders)
Primarily, add comments on or around all new or changed lines in upstream files. Explain what was changed to make resolving merge conflicts easier; we regularly merge new upstream changes into our project.
Add comments on or around any changed lines.
If you add a new component to a prototype, add an explanation to the type: ... line. Example:
- type: entity
parent: MobSiliconBase
id: MobSupplyBot
components:
- type: InteractionPopup # DeltaV - Make supplybots pettable
interactSuccessString: petting-success-supplybot
interactFailureString: petting-failure-supplybot
interactSuccessSound:
path: /Audio/Ambience/Objects/periodic_beep.oggWhereas if you just modify some fields of a component, comment the fields instead, using inline or block comments. Examples:
- type: entityTable
id: FillLockerWarden
table: !type:AllSelector
children:
- id: ClothingHandsGlovesCombat
- id: ClothingShoesBootsSecurityMagboots # DeltaV - Added security magboots.
- id: ClothingShoesBootsJack
#- id: ClothingOuterCoatWarden # DeltaV - removed for incongruence
#- id: ClothingOuterWinterWarden # DeltaV - removed for incongruence
- id: RubberStampWarden
- id: DoorRemoteArmory
- id: HoloprojectorSecurity
# Begin DeltaV additions
- id: WeaponEnergyShotgun
- id: BoxPDAPrisoner
- id: LunchboxSecurityFilledRandom
prob: 0.3
# End DeltaV additionsIf you are adding a lot of C# code, then take advantage of partial classes. Put the new code in its own file in the _DV folder, if it makes sense.
Otherwise, add comments on or around any changed lines.
Format should look like this.
/* Importing Namespaces - Include optional comment if its not obvious what its being used for. */
using Content.Server._DV.Psionics.Glimmer; // DeltaV
using Content.Shared.Damage.Systems; // DeltaV - Addition of HandHeldArmor
/* Changing an upstream line - Same line as the change */
if (!TryComp<EyeComponent>(ent, out var eye) || _disabled) // DeltaV - check if disabled
/* Adding - Either same line or above the line. */
EnsureComp<PotentialPsionicComponent>(entity); // Deltav - Psionics
/* "Deleting" - Don't actually delete, just comment out and say why. This only applies to upstream code. */
// args.StatusIcons.Add(_prototype.Index(component.Icon)); // DeltaV - commented out. status icon now added above
- Its pretty obvious in the example above that importing
Content.Server._DV.Psionics.Glimmermeans we'll be interacting with glimmer so putting// DeltaV - Add Glimmeris needlessly redundant.- It's not as obvious what the
Content.Shared.Damage.Systemsnamespace is used for, since its so broad, so adding a comment what feature is using it helps.- Actual code changes should almost always include the comment after ``// DeltaV`.
Depending on how much you are editing, putting a comment on EACH line may be excessive, so if you have a larger block of code you are changing, denote it like so:
// BEGIN DeltaV - Remove innate radio and radios from pockets
for (var i = 1; i <= 4; i++) // Arachnids have 4 pockets
{
if (_inventory.TryGetSlotEntity(target, $"pocket{i}", out var headset) && HasComp<HeadsetComponent>(headset))
_inventory.TryUnequip(target, $"pocket{i}", true, true);
}
RemComp<ActiveRadioComponent>(target); // If the zombie has an innate radio, get rid of it.
// END DeltaV
- Denoting these with a BEGIN and END clearly shows they are block of code without having to read the entire comment. This makes it easier to tell when you're dealing with single-line comments versus a block with merging in conflicts.
- Case and order of the first two words is less of a concern.
// DeltaV Beginor// Begin DeltaVwill work fine too.- Try to make your blocks as small as possible, but use your discretion.
- If you deleting multiple lines, use line comments (
//) if its a few lines but if its a larger block (like commenting out an entire function), it is preferable to use block comments (/* */).
Some multi-line changes can use a single-line comment in certain scenarios. But if you are UNSURE, just use // BEGIN DeltaV and // END DeltaV comments like the previous section does and it'll be fine.
I'll give some examples.
/* This change comments out 3 lines but only needs a single line comment because commenting out the if statement implies that its logic will be commented out too. */
// if (obj.WasModified<TraitPrototype>()) // DeltaV - Refreshed in TraitsTab
// {
// _profileEditor.RefreshTraits();
// }
/* Same principle here. This adds two lines but the if statement implies the next line so commenting both lines isn't really needed. */
if (_flight.IsFlying(entity.Owner)) // DeltaV - Harpy Flight
return true;Sometimes, you'll need to implement a whole new method or component variable and instead of wrapping it in // BEGIN DeltaV and // END DeltaV, you can just denote that it's a DeltaV function in the summary block before the function. This denotes the WHOLE function as a DeltaV addition.
/* New Method Example */
/// <summary>
/// DeltaV - Handle revealing ninja if cloaked when attacked by a hitscan attack.
/// </summary>
private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref DamageChangedEvent args)
{
...
}
/* New Component Variable Example */
/// <summary>
/// DeltaV - If disabled the action will not disable when no charges remain. Use if you want to handle no charges differently.
/// </summary>
[DataField]
public bool DisableWhenEmpty = true;In short:
- Use
// BEGIN DeltaVand// END Deltato denote a block of changes.- Keep blocks as small as possible.
- Use
// DeltaVon or before the line if its not a block of changes. - Use exceptions when they make sense.
Move all changed locale strings to a new DeltaV file - use a .ftl file in the _DV folder. Comment out the old strings in the upstream file, and explain that they were moved.
Example:
Commented out old string in Resources\Locale\en-US\xenoarchaeology\artifact-analyzer.ftl
# DeltaV - moved to _DV file
# analysis-console-info-effect-value = [font="Monospace" size=11][color=gray]{ $state ->
# [true] {$info}
# *[false] Unlock nodes to gain info
# }[/color][/font]
The new version of the string in Resources\Locale\en-US\_DV\xenoarchaeology\artifact-analyzer.ftl
analysis-console-info-effect-value = [font="Monospace" size=11][color=gray]{ $state ->
[vagueandspecific] {$vagueInfo} ({$specificInfo})
[vagueonly] {$vagueInfo} (unable to detect details)
[simple] {$specificInfo}
[hidden] Unable to detect (unlock to discover)
*[noinfo] Unlock nodes to gain info
}[/color][/font]
Also keep in mind that fluent (.ftl) files do not support comments on the same line as a locale value, so be careful when commenting.
We mostly merge upstream changes in big chunks (e.g. a month of upstream PRs at a time), but urgent changes can be merged early, separately.
Early merges are an exception to the above rules - if cherry-picking a PR for an early merge, you don't need to add #DeltaV comments, since the code is coming directly from upstream without any changes.
If you want to make changes to a map, get in touch with its maintainer to make sure you don't both make changes at the same time.
Conflicts with maps make PRs mutually exclusive so either your work or the maintainer's work will be lost, communicate to avoid this!
Please make a detailed list of all changes(even minor changes) with locations when submitting a PR. This helps reviewers hone in on them without having to search an entire map for differences. Ex: Map Edits
Submitting a map PR
Please limit changelogs on map PRs to significant map alterations or additions. Minor map edits do not need changelogs. Format for map PRs looks like:
:cl: Yourname
MAPS:
- add: Mapname: Added fun!
- remove: Mapname: Removed fun!
- tweak: Mapname: Changed fun!
- fix: Mapname: Fixed fun!
Double-check your diff on GitHub before submitting: look for unintended commits or changes and remove accidental whitespace or line-ending changes.
Additionally for long-lasting PRs, if you see RobustToolbox in the changed files you have to revert it, use git checkout upstream/master RobustToolbox (replacing upstream with the name of your DeltaV-Station/Delta-V remote)
By default any changelogs goes in the DeltaV changelog, you can use the DeltaV admin changelog by putting DELTAVADMIN: in a line after :cl:.
Do not use ADMIN: as it will mangle the upstream admin changelog!
If you are new to contributing to SS14 in general, have a look at the SS14 docs or ask for help in #contribution-help on Discord!
Code, sprites and any other AI-generated content is not allowed to be submitted to the repository.
Trying to PR AI-generated content may result in you being banned from contributing.