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CONTRIBUTING

Reporting Issues

If you ever encounter a bug in-game, the best way to let a coder know about it is with our GitHub Issue Tracker. Please make sure you use the supplied issue template, and include the round ID for the server.

(If you don't have an account, making a new one takes only one minute.)

If you have difficulty, ask for help in the #coding-general channel on our discord.

Introduction

Hello and welcome to Shiptest's contributing page. You are here because you are curious or interested in contributing - thank you! Everyone is free to contribute to this project as long as they follow the simple guidelines and specifications below; at Shiptest, we strive to maintain code stability and maintainability, and to do that, we need all pull requests to hold up to those specifications. It's in everyone's best interests - including yours! - if the same bug doesn't have to be fixed twice because of duplicated code.

First things first, we want to make it clear how you can contribute (if you've never contributed before), as well as the kinds of powers the team has over your additions, to avoid any unpleasant surprises if your pull request is closed for a reason you didn't foresee.

Getting Started

Shiptest doesn't usually have a list of goals and features to add; we instead allow freedom for contributors to suggest and create their ideas for the game. That doesn't mean we aren't determined to squash bugs, which unfortunately pop up a lot due to the deep complexity of the game. Here are some useful starting guides, if you want to contribute or if you want to know what challenges you can tackle with zero knowledge about the game's code structure.

This needs to be updated still

If you want to contribute the first thing you'll need to do is set up Git so you can download the source code. After setting it up, optionally navigate your git commandline to the project folder and run the command: 'git config blame.ignoreRevsFile .git-blame-ignore-revs'

You can of course, as always, ask for help on the discord channels, or the forums, We're just here to have fun and help out, so please don't expect professional support.

Meet the Team

Development Head

The Head Developer is responsible for controlling, adding, and removing maintainers from the project. In addition to filling the role of a normal maintainer, they have sole authority on who becomes a maintainer, as well as who remains a maintainer and who does not. The Development Head also has the final say on what gameplay changes get into and out of the game. He or she has full veto power on any feature or balance additions, changes, or removals, and attempts to establish a universally accepted direction for the game.

Maintainers

Maintainers are quality control. If a proposed pull request doesn't meet the following specifications, they can request you to change it, or simply just close the pull request. Maintainers can close a pull request for the following reasons: The pull request doesn't follow the guidelines, excessively undocumented changes, failure to comply with coding standards. Note that maintainers should generally help bring a pull request up to standard instead of outright closing the PR; however if the pull request author does not comply with the given guidelines or refuses to adhere to the required coding standards the pull request will be closed. Maintainers must have a valid reason to close a pull request and state what the reason is when they close the pull request.

Maintainers can revert your changes if they feel they are not worth maintaining or if they did not live up to the quality specifications.

Head Spriter

The Head Spriter controls sprites and aesthetic that get into the game. While sprites for brand-new additions are generally accepted regardless of quality, modified current art assets fall to the Head Spriter, who can decide whether or not a sprite tweak is both merited and a suitable replacement.

They also control the general "perspective" of the game - how sprites should generally look, especially the angle from which they're viewed. An example of this is the 3/4 perspective, which is a bird's eye view from above the object being viewed.

Head Mapper

The Head Mapper controls ships and all variants of shuttles, including their balance and cost. Final decision on whether or not a shuttle is added is at their discretion and cannot be vetoed by anyone other than the Head Coder.

Maintainer Code of Conduct

Maintainers are expected to maintain the codebase in its entirety. This means that maintainers are in charge of pull requests, issues, and the Git discussion board. Maintainers have say on what will and will not be merged. Maintainers should assign themselves to pull requests that they are claiming and reviewing and should respect when others assign themselves to a pull request and not interfere except in situations where they believe a pull request to be heavily detrimental to the codebase or its playerbase. Maintainers are not server admins and should not use their rank on the server to perform admin related tasks except where asked to by a Senior Admin or higher.

Specifications

As mentioned before, you are expected to follow these specifications in order to make everyone's lives easier. It'll save both your time and ours, by making sure you don't have to make any changes and we don't have to ask you to. Thank you for reading this section!

Object Oriented Code

As BYOND's Dream Maker (henceforth "DM") is an object-oriented language, code must be object-oriented when possible in order to be more flexible when adding content to it. If you don't know what "object-oriented" means, we highly recommend you do some light research to grasp the basics.

All BYOND paths must contain the full path

(i.e. absolute pathing)

DM will allow you nest almost any type keyword into a block, such as:

datum
	datum1
		var
			varname1 = 1
			varname2
			static
				varname3
				varname4
		proc
			proc1()
				code
			proc2()
				code

		datum2
			varname1 = 0
			proc
				proc3()
					code
			proc2()
				..()
				code

The use of this is not allowed in this project as it makes finding definitions via full text searching next to impossible. The only exception is the variables of an object may be nested to the object, but must not nest further.

The previous code made compliant:

/datum/datum1
	var/varname1
	var/varname2
	var/static/varname3
	var/static/varname4

/datum/datum1/proc/proc1()
	code
/datum/datum1/proc/proc2()
	code
/datum/datum1/datum2
	varname1 = 0
/datum/datum1/datum2/proc/proc3()
	code
/datum/datum1/datum2/proc2()
	..()
	code

No overriding type safety checks

The use of the : operator to override type safety checks is not allowed. You must cast the variable to the proper type.

Type paths must begin with a /

eg: /datum/thing, not datum/thing

Paths must be in snake case

eg: /obj/handheld_tool, not /obj/handheldTool

Improve code in any files you touch

If there is legacy code in a file you are modifying it is also your responsibility to bring the old code up to standards. In general this means that if you are expanding upon a proc that has single letter var names, improperly formatted var names, etc you should be modernizing that proc. This does not mean you have to refactor the entirety of the file, although doing so would be appreciated.

Type paths must be lowercase

eg: /datum/thing/blue, not datum/thing/BLUE or datum/thing/Blue

Datum type paths must began with "datum"

In DM, this is optional, but omitting it makes finding definitions harder.

Do not use text/string based type paths

It is rarely allowed to put type paths in a text format, as there are no compile errors if the type path no longer exists. Here is an example:

//Good
var/path_type = /obj/item/baseball_bat

//Bad
var/path_type = "/obj/item/baseball_bat"

Use var/name format when declaring variables

While DM allows other ways of declaring variables, this one should be used for consistency.

Tabs, not spaces

You must use tabs to indent your code, NOT SPACES.

No hacky code

Hacky code, such as adding specific checks, is highly discouraged and only allowed when there is no other option. (Protip: 'I couldn't immediately think of a proper way so thus there must be no other option' is not gonna cut it here! If you can't think of anything else, say that outright and admit that you need help with it. Maintainers exist for exactly that reason.)

You can avoid hacky code by using object-oriented methodologies, such as overriding a function (called "procs" in DM) or sectioning code into functions and then overriding them as required.

No duplicated code

Copying code from one place to another may be suitable for small, short-time projects, but /tg/station is a long-term project and highly discourages this.

Instead you can use object orientation, or simply placing repeated code in a function, to obey this specification easily.

Document your code

Our codebase uses an interpreter called SpacemanDMM which includes the helpful ability to provide tooltips and inform you of documentation for various procs and vars. You are required to document any code you add so that it is readable and understandable to the maintainers of the codebase and also to other contributors. eg:

/// This proc causes the object to do a thing to the target mob
/obj/proc/do_thing(mob/target)

eg2:

/* This is a special proc that causes the target mob to instantly gib itself
 * If the argument recurse_contents is passed a truthy value all mobs inside the contents are also gibbed
 */
/mob/proc/gib_recurse(recurse_contents=FALSE)
	if(!recurse_contents)
		gib()
		return
	for(var/mob/other in contents)
		other.gib()
	gib()

Use self-explanatory var names

When adding any new vars to a type, they must be self-explanatory and concise. eg:var/ticks_to_explosion instead of var/tte

Asyncronous proc calls

If there is something that must be done via an asyncronous call, it is required that it be done using the INVOKE_ASYNC macro.

Signal Handlers

If you are registering signal handlers onto a type, the signal handler must have the SIGNAL_HANDLER definition and cannot sleep. If there is code in your signal handler that requires use of the sleep proc you must have your signal hander handle it via an invoke async call.

Data caching

Types and procs that need to create or load large amounts of data that (should) never change needs to be cached into a static var so that in the event the proc needs to load the data again instead of recreating the data it has a cache that it can pull from, this reduces overhead and memory usage.

Startup/Runtime tradeoffs with lists and the "hidden" init proc

First, read the comments in this BYOND thread, starting where the link takes you.

There are two key points here:

  1. Defining a list in the variable's definition calls a hidden proc - init. If you have to define a list at startup, do so in New() (or preferably Initialize()) and avoid the overhead of a second call (Init() and then New())

  2. It also consumes more memory to the point where the list is actually required, even if the object in question may never use it!

Remember: although this tradeoff makes sense in many cases, it doesn't cover them all. Think carefully about your addition before deciding if you need to use it.

Prefer Initialize() over New() when possible

Our game controller is pretty good at handling long operations and lag, but it can't control what happens when the map is loaded, which calls New for all atoms on the map. If you're creating a new atom, use the Initialize proc to do what you would normally do in New. This cuts down on the number of proc calls needed when the world is loaded. See here for details on Initialize: https://github.com/tgstation/tgstation/blob/master/code/game/atoms.dm#L49 While we normally encourage (and in some cases, even require) bringing out of date code up to date when you make unrelated changes near the out of date code, that is not the case for New -> Initialize conversions. These systems are generally more dependant on parent and children procs so unrelated random conversions of existing things can cause bugs that take months to figure out.

No magic numbers or strings

This means stuff like having a "mode" variable for an object set to "1" or "2" with no clear indicator of what that means. Make these #defines with a name that more clearly states what it's for. For instance:

/datum/proc/do_the_thing(thing_to_do)
	switch(thing_to_do)
		if(1)
			(...)
		if(2)
			(...)

There's no indication of what "1" and "2" mean! Instead, you'd do something like this:

#define DO_THE_THING_REALLY_HARD 1
#define DO_THE_THING_EFFICIENTLY 2
/datum/proc/do_the_thing(thing_to_do)
	switch(thing_to_do)
		if(DO_THE_THING_REALLY_HARD)
			(...)
		if(DO_THE_THING_EFFICIENTLY)
			(...)

This is clearer and enhances readability of your code! Get used to doing it!

Control statements

(if, while, for, etc)

  • All control statements must not contain code on the same line as the statement (if (blah) return)
  • All control statements comparing a variable to a number should use the formula of thing operator number, not the reverse (eg: if (count <= 10) not if (10 >= count))

Use early return

Do not enclose a proc in an if-block when returning on a condition is more feasible This is bad:

/datum/datum1/proc/proc1()
	if (thing1)
		if (!thing2)
			if (thing3 == 30)
				do stuff

This is good:

/datum/datum1/proc/proc1()
	if (!thing1)
		return
	if (thing2)
		return
	if (thing3 != 30)
		return
	do stuff

This prevents nesting levels from getting deeper then they need to be.

Develop Secure Code

  • Player input must always be escaped safely, we recommend you use stripped_input in all cases where you would use input. Essentially, just always treat input from players as inherently malicious and design with that use case in mind

  • Calls to the database must be escaped properly - use sanitizeSQL to escape text based database entries from players or admins, and isnum() for number based database entries from players or admins.

  • All calls to topics must be checked for correctness. Topic href calls can be easily faked by clients, so you should ensure that the call is valid for the state the item is in. Do not rely on the UI code to provide only valid topic calls, because it won't.

  • Information that players could use to metagame (that is, to identify round information and/or antagonist type via information that would not be available to them in character) should be kept as administrator only.

  • It is recommended as well you do not expose information about the players - even something as simple as the number of people who have readied up at the start of the round can and has been used to try to identify the round type.

  • Where you have code that can cause large-scale modification and FUN, make sure you start it out locked behind one of the default admin roles - use common sense to determine which role fits the level of damage a function could do.

Files

  • Because runtime errors do not give the full path, try to avoid having files with the same name across folders.

  • File names should not be mixed case, or contain spaces or any character that would require escaping in a uri.

  • Files and path accessed and referenced by code above simply being #included should be strictly lowercase to avoid issues on filesystems where case matters.

SQL

  • Do not use the shorthand sql insert format (where no column names are specified) because it unnecessarily breaks all queries on minor column changes and prevents using these tables for tracking outside related info such as in a connected site/forum.

  • All changes to the database's layout(schema) must be specified in the database changelog in SQL, as well as reflected in the schema files

  • Any time the schema is changed the schema_revision table and DB_MAJOR_VERSION or DB_MINOR_VERSION defines must be incremented.

  • Queries must never specify the database, be it in code, or in text files in the repo.

  • Primary keys are inherently immutable and you must never do anything to change the primary key of a row or entity. This includes preserving auto increment numbers of rows when copying data to a table in a conversion script. No amount of bitching about gaps in ids or out of order ids will save you from this policy.

Mapping Standards

  • TGM Format & Map Merge

    • All new maps submitted to the repo through a pull request must be in TGM format (unless there is a valid reason present to have it in the default BYOND format.) This is done using the Map Merge utility included in the repo to convert the file to TGM format.
    • Likewise, you MUST run Map Merge prior to opening your PR when updating existing maps to minimize the change differences (even when using third party mapping programs such as FastDMM.)
      • Failure to run Map Merge on a map after using third party mapping programs (such as FastDMM) greatly increases the risk of the map's key dictionary becoming corrupted by future edits after running map merge. Resolving the corruption issue involves rebuilding the map's key dictionary; id est rewriting all the keys contained within the map by reconverting it from BYOND to TGM format - which creates very large differences that ultimately delay the PR process and is extremely likely to cause merge conflicts with other pull requests.
  • Variable Editing (Var-edits)

    • While var-editing an item within the editor is perfectly fine, it is preferred that when you are changing the base behavior of an item (how it functions) that you make a new subtype of that item within the code, especially if you plan to use the item in multiple locations on the same map, or across multiple maps. This makes it easier to make corrections as needed to all instances of the item at one time as opposed to having to find each instance of it and change them all individually.
      • Subtypes only intended to be used on away mission or ruin maps should be contained within an .dm file with a name corresponding to that map within code\modules\awaymissions or code\modules\ruins respectively. This is so in the event that the map is removed, that subtype will be removed at the same time as well to minimize leftover/unused data within the repo.
    • Please attempt to clean out any dirty variables that may be contained within items you alter through var-editing. For example, due to how DM functions, changing the pixel_x variable from 23 to 0 will leave a dirty record in the map's code of pixel_x = 0. Likewise this can happen when changing an item's icon to something else and then back. This can lead to some issues where an item's icon has changed within the code, but becomes broken on the map due to it still attempting to use the old entry.
    • Areas should not be var-edited on a map to change it's name or attributes. All areas of a single type and it's altered instances are considered the same area within the code, and editing their variables on a map can lead to issues with powernets and event subsystems which are difficult to debug.

User Interfaces

Don't create code that hangs references

This is part of the larger issue of hard deletes, read this file for more info: Guide to Harddels)

Other Notes

  • Code should be modular where possible; if you are working on a new addition, then strongly consider putting it in its own file unless it makes sense to put it with similar ones (i.e. a new tool would go in the "tools.dm" file)

  • Bloated code may be necessary to add a certain feature, which means there has to be a judgement over whether the feature is worth having or not. You can help make this decision easier by making sure your code is modular.

  • You are expected to help maintain the code that you add, meaning that if there is a problem then you are likely to be approached in order to fix any issues, runtimes, or bugs.

  • Do not divide when you can easily convert it to multiplication. (ie 4/2 should be done as 4*0.5)

  • If you used regex to replace code during development of your code, post the regex in your PR for the benefit of future developers and downstream users.

  • Changes to the /config tree must be made in a way that allows for updating server deployments while preserving previous behaviour. This is due to the fact that the config tree is to be considered owned by the user and not necessarily updated alongside the remainder of the code. The code to preserve previous behaviour may be removed at some point in the future given the OK by maintainers.

  • The dlls section of tgs3.json is not designed for dlls that are purely call()()ed since those handles are closed between world reboots. Only put in dlls that may have to exist between world reboots.

Enforced not enforced

The following coding styles are not only not enforced at all, but are generally frowned upon to change for little to no reason:

  • English/British spelling on var/proc names
    • Color/Colour - both are fine, but keep in mind that BYOND uses color as a base variable
  • Spaces after control statements
    • if() and if () - nobody cares!

Operators

Spacing

  • Operators that should be separated by spaces
    • Boolean and logic operators like &&, || <, >, ==, etc (but not !)
    • Bitwise AND &
    • Argument separator operators like , (and ; when used in a forloop)
    • Assignment operators like = or += or the like
  • Operators that should not be separated by spaces
    • Bitwise OR |
    • Access operators like . and :
    • Parentheses ()
    • logical not !

Math operators like +, -, /, *, etc are up in the air, just choose which version looks more readable.

Use

  • Bitwise AND - '&'
    • Should be written as bitfield & bitflag NEVER bitflag & bitfield, both are valid, but the latter is confusing and nonstandard.
  • Associated lists declarations must have their key value quoted if it's a string
    • WRONG: list(a = "b")
    • RIGHT: list("a" = "b")

Dream Maker Quirks/Tricks

Like all languages, Dream Maker has its quirks, some of them are beneficial to us, like these

In-To for-loops

for(var/i = 1, i <= some_value, i++) is a fairly standard way to write an incremental for loop in most languages (especially those in the C family), but DM's for(var/i in 1 to some_value) syntax is oddly faster than its implementation of the former syntax; where possible, it's advised to use DM's syntax. (Note, the to keyword is inclusive, so it automatically defaults to replacing <=; if you want < then you should write it as 1 to some_value-1).

HOWEVER, if either some_value or i changes within the body of the for (underneath the for(...) header) or if you are looping over a list AND changing the length of the list then you can NOT use this type of for-loop!

for(var/A in list) VS for(var/i in 1 to list.len)

The former is faster than the latter, as shown by the following profile results: https://file.house/zy7H.png Code used for the test in a readable format: https://pastebin.com/w50uERkG

Istypeless for loops

A name for a differing syntax for writing for-each style loops in DM. It's NOT DM's standard syntax, hence why this is considered a quirk. Take a look at this:

var/list/bag_of_items = list(sword, apple, coinpouch, sword, sword)
var/obj/item/sword/best_sword
for(var/obj/item/sword/S in bag_of_items)
	if(!best_sword || S.damage > best_sword.damage)
		best_sword = S

The above is a simple proc for checking all swords in a container and returning the one with the highest damage, and it uses DM's standard syntax for a for-loop by specifying a type in the variable of the for's header that DM interprets as a type to filter by. It performs this filter using istype() (or some internal-magic similar to istype() - this is BYOND, after all). This is fine in its current state for bag_of_items, but if bag_of_items contained ONLY swords, or only SUBTYPES of swords, then the above is inefficient. For example:

var/list/bag_of_swords = list(sword, sword, sword, sword)
var/obj/item/sword/best_sword
for(var/obj/item/sword/S in bag_of_swords)
	if(!best_sword || S.damage > best_sword.damage)
		best_sword = S

specifies a type for DM to filter by.

With the previous example that's perfectly fine, we only want swords, but here the bag only contains swords? Is DM still going to try to filter because we gave it a type to filter by? YES, and here comes the inefficiency. Wherever a list (or other container, such as an atom (in which case you're technically accessing their special contents list, but that's irrelevant)) contains datums of the same datatype or subtypes of the datatype you require for your loop's body, you can circumvent DM's filtering and automatic istype() checks by writing the loop as such:

var/list/bag_of_swords = list(sword, sword, sword, sword)
var/obj/item/sword/best_sword
for(var/s in bag_of_swords)
	var/obj/item/sword/S = s
	if(!best_sword || S.damage > best_sword.damage)
		best_sword = S

Of course, if the list contains data of a mixed type then the above optimisation is DANGEROUS, as it will blindly typecast all data in the list as the specified type, even if it isn't really that type, causing runtime errors.

Dot variable

Like other languages in the C family, DM has a . or "Dot" operator, used for accessing variables/members/functions of an object instance. eg:

var/mob/living/carbon/human/H = YOU_THE_READER
H.gib()

However, DM also has a dot variable, accessed just as . on its own, defaulting to a value of null. Now, what's special about the dot operator is that it is automatically returned (as in the return statement) at the end of a proc, provided the proc does not already manually return (return count for example.) Why is this special?

With . being everpresent in every proc, can we use it as a temporary variable? Of course we can! However, the . operator cannot replace a typecasted variable - it can hold data any other var in DM can, it just can't be accessed as one, although the . operator is compatible with a few operators that look weird but work perfectly fine, such as: .++ for incrementing .'s value, or .[1] for accessing the first element of ., provided that it's a list.

Globals versus static

DM has a var keyword, called global. This var keyword is for vars inside of types. For instance:

mob
	var
		global
			thing = TRUE

This does NOT mean that you can access it everywhere like a global var. Instead, it means that that var will only exist once for all instances of its type, in this case that var will only exist once for all mobs - it's shared across everything in its type. (Much more like the keyword static in other languages like PHP/C++/C#/Java)

Isn't that confusing?

There is also an undocumented keyword called static that has the same behaviour as global but more correctly describes BYOND's behaviour. Therefore, we always use static instead of global where we need it, as it reduces suprise when reading BYOND code.

Pull Request Process

There is no strict process when it comes to merging pull requests. Pull requests will sometimes take a while before they are looked at by a maintainer; the bigger the change, the more time it will take before they are accepted into the code. Every team member is a volunteer who is giving up their own time to help maintain and contribute, so please be courteous and respectful. Here are some helpful ways to make it easier for you and for the maintainers when making a pull request.

  • Make sure your pull request complies to the requirements outlined here

  • You are going to be expected to document all your changes in the pull request. Failing to do so will mean delaying it as we will have to question why you made the change. On the other hand, you can speed up the process by making the pull request readable and easy to understand, with diagrams or before/after data.

  • We ask that you use the changelog system to document your change, which prevents our players from being caught unaware by changes.

  • If you are proposing multiple changes, which change many different aspects of the code, you are expected to section them off into different pull requests in order to make it easier to review them and to deny/accept the changes that are deemed acceptable. (This is called atomization, if someone asks you to do it.)

  • If your pull request rebalances something or adds a large new feature, it may be put up to vote. This vote will usually end 24 hours after it is announced. If the vote passes, the code has not been substantially changed since the vote began, and no maintainers have any pending requested changes, the pull request will likely be merged. If a maintainer deems it so, a controversial tag will be added to the PR, which then requires all votes to require a ratio of 1:2 of likes to dislikes to pass (subject to the topic of the PR), and the vote will go on for at least double the normal time.

  • Reverts of major features must be done three to four weeks (at minimum) after the PR that added it, unless said feature has a server-affecting exploit or error. Reverts of smaller features and rebalances must be done at minimum one week after.

  • Pull requests that are made as alternatives with few changes will be closed by maintainers. Use suggestions on the original pull request instead.

  • If your pull request is accepted, the code you add no longer belongs exclusively to you but to everyone; everyone is free to work on it, but you are also free to support or object to any changes being made, which will likely hold more weight, as you're the one who added the feature. It is a shame this has to be explicitly said, but there have been cases where this would've saved some trouble.

  • Please explain why you are submitting the pull request, and how you think your change will be beneficial to the game. Failure to do so will be grounds for rejecting the PR.

  • If your pull request is not finished make sure it is at least testable in a live environment, or at the very least mark it as a draft. Pull requests that do not at least meet this requirement will be closed. You may request a maintainer reopen the pull request when you're ready, or make a new one.

  • While we have no issue helping contributors (and especially new contributors) bring reasonably sized contributions up to standards via the pull request review process, larger contributions are expected to pass a higher bar of completeness and code quality before you open a pull request. Maintainers may close such pull requests that are deemed to be substantially flawed. You should take some time to discuss with maintainers or other contributors on how to improve the changes.

Porting features/sprites/sounds/tools from other codebases

If you are porting features/tools from other codebases, you must give the original authors credit where it's due. Typically, crediting them in your pull request and the changelog is the recommended way of doing it. Take note of what license they use though, porting stuff from AGPLv3 and GPLv3 codebases are allowed.

Regarding sprites & sounds, you must credit the artist and possibly the codebase. All /tg/station assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated. However if you are porting assets from GoonStation or usually any assets under the Creative Commons 3.0 BY-NC-SA license are to go into the 'goon' folder of the /tg/station codebase.

Banned content

Do not add any of the following in a Pull Request or risk getting the PR closed:

  • National Socialist Party of Germany content, National Socialist Party of Germany related content, or National Socialist Party of Germany references
  • Code where one line of code is split across mutiple lines (except for multiple, separate strings and comments; in those cases, existing longer lines must not be split up)
  • Code adding, removing, or updating the availability of alien races/species/human mutants without prior approval. Pull requests attempting to add or remove features from said races/species/mutants require prior approval as well.
  • Code which violates GitHub's terms of service.

Just because something isn't on this list doesn't mean that it's acceptable. Use common sense above all else.

Line Endings

All newly created, uploaded, or modified files in this codebase are required to be using the Unix Schema for line endings. That means the only acceptable line ending is '\n', not '\r\n' nor '\r\r'