09-28-2023, 07:44 PM
Yeah, the issues really do just pile up. I attempted to kickstart a project working on closing as many ancient bug reports as possible (or marking them verified) but work on it fizzled out. https://discord.com/channels/18224996089...2517177365 if you're interested btw.
But yeah, it's a problem that grows. Every so often someone (e.g. Zewaka) goes through and eliminates a load of old bugs since they're simply not being looked at like at all, but that doesn't solve underlying problems of not having enough people to go around bug fixing. Hell, I'm guilty of this too. I'd much rather code in a new feature than spend half an hour parsing code i've never seen before in order to make sense of a logic error.
I've been trying to push out a lot of reworks and redos and QOL features, since it's really the backend that i'm more comfortable working with. Commenting code properly helps a lot and I agree that it should be done more, and to be honest most of the new stuff is done pretty well. The main culprit is stuff pre-2020 initial commit. My personal rule is "fix as you go" while making sure to atomise. Helps a bit but... doesn't catch everything of course.
As for more documentation, I actually put out a pr the other day adding more info about reviewing and labels, which should help a little bit in clearing up some confusion and not gatekeeping reviewing pr's to just devs (which many people seem to think is the case; it isn't). https://github.com/goonstation/goonstation/pull/15897 for those interested.
Category buttons would be absolutely fantastic. Maybe even a dropdown list. Because there are so many labels, the average bug reporter in game has like a 2% chance to guess the name of a keylabeler hook correctly. I approve one thousand percent.
I think have 0 github issues is outright impossible. But we can get close. Or at least make an attempt.
But yeah, it's a problem that grows. Every so often someone (e.g. Zewaka) goes through and eliminates a load of old bugs since they're simply not being looked at like at all, but that doesn't solve underlying problems of not having enough people to go around bug fixing. Hell, I'm guilty of this too. I'd much rather code in a new feature than spend half an hour parsing code i've never seen before in order to make sense of a logic error.
I've been trying to push out a lot of reworks and redos and QOL features, since it's really the backend that i'm more comfortable working with. Commenting code properly helps a lot and I agree that it should be done more, and to be honest most of the new stuff is done pretty well. The main culprit is stuff pre-2020 initial commit. My personal rule is "fix as you go" while making sure to atomise. Helps a bit but... doesn't catch everything of course.
As for more documentation, I actually put out a pr the other day adding more info about reviewing and labels, which should help a little bit in clearing up some confusion and not gatekeeping reviewing pr's to just devs (which many people seem to think is the case; it isn't). https://github.com/goonstation/goonstation/pull/15897 for those interested.
Category buttons would be absolutely fantastic. Maybe even a dropdown list. Because there are so many labels, the average bug reporter in game has like a 2% chance to guess the name of a keylabeler hook correctly. I approve one thousand percent.
I think have 0 github issues is outright impossible. But we can get close. Or at least make an attempt.