Derp fix on objects, we check mob contents instead of src.contents for any objects that can hear and pass hear_talk on to it.
Tape recorder will record the verb sent instead of doing it's own thing with verbs.
Tracking added for AI's and Observers
Instead of calling GetVoice() over and over for everyone that can hear you we're checking a variable that is updated with Life()
removed a bunch of my debug verbs.
modes that update every 5 ticks won't require clicking the pda 5 times to get a UI window open.
We now check to see if a UI already exists if not we don't check
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.
Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.
Modes that will no longer autoupdate at all: Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks: APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)
Some other things that I just can't remember right now.
Since we no longer have to send data on first UI view we can remove those
checks and only look at the data we need to send when we need to send it.
Also fixed a couple of the links on the status display function.
* Simplified the code used in ui_interact procs and updated all current uses.
* Removed ununused jsviews JavaScript code (replaced it with vanilla jsrender).
* Added a message to the UI which shows if JavaScript is disabled (people with JavaScript disabled previously got blank UIs).
as you don't need to provide the full data structure up-front, part of an effort to make NanoUI more accessible.
I have removed the carets (^) from all templates as they are not used any more.
For safety I moved the src_object and user checks from the master controller to the nanoui process proc.
When a user sends or recieves a Message using a PDA, the UI (if open) will now update instantly to show the sent/received message (this uses the new nanomanager.update_user_uis proc).
Fixes the line breaks in notes so it doesn't piss of nanoUI when you have multiple lines.
Also fixed quotes, this will remove the ability to use less then and greater then in notes but not much I can do about that without
adding a bunch of replacetext procs encoding and decoding only those items.
Creates NanoUI for the PDA and Syndicate Uplink.
New features:
Crew manifest now sorted with department heads at the top.
Can select individual conversations and delete individual conversations among PDA's
Powernet Monitor much more simple now and easier to read.
Janitorial supplies locator now includes Janicart.
Items will actually refresh if you click "Refresh"
Some other changes:
Captain's PDA cartridge now has all access (added janitor access and quartermaster access)
With the conversation change I had to change how tnote (the variable that holds PDA messages works.
Setup the message server to use the new methods.
Removed procs that will no longer be used (UI generation procs from old UI methods)
Commented everything the best I can.
Created HORRIBLE, TERRIBLE lists. But it's pretty much required because that's how nanoUI rolls.
Created a variable on the uplink called NanoUI items, this list is created upon creation of the
uplink.
I included the functionality for Mimes and Clowns for our downstream servers that have those.